dark sun - d&d 2nd - dragon kings (ocr)

162
7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR) http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 1/162

Upload: scrambled-words

Post on 04-Apr-2018

400 views

Category:

Documents


41 download

TRANSCRIPT

Page 1: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 1/162

Page 2: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 2/162

DRAGON KINGS

High-level characters, psionic enchantments, armies, war vehicles, rogue skills, psionic disciplines, advanced

beings, and campaign material for Athas and other AD&D@ worlds.

TSR, Inc.

POB 756

Lake Geneva, WI 53147

U . S . A .

TSR Ltd.

I20 Church End

Cherry HintonCambridge CBI 3LB

United Kingdom

 © 1992 TSR, Inc. All Rights Reserved. Printed in the U.S.A.

ADVANCED DUNGEONS & DRAGONS, FORGOTTEN REALMS, and AD&D are registered trademarks owned by TSR, Inc. DARK SUN,

BATTLESYSTEM, and the TSR logo are trademarks owned by TSR, Inc.

Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc.

Distributed to the book and hobby trade in the United Kingdom by TSR Ltd.

This work is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork

herein is prohibited without the express written consent of TSR, Inc.

Permission granted to photocopy or print this product for personal use.

1

Page 3: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 3/162

As I put the finishing touches to this volume, it

occurs to me that it has been more than two years

since design on the DARK SUN T M campaign be-

gan in earnest. For two years, pretty much every day

saw a new idea pop up, another fall by the wayside,

and a dozen questions get answered. In this book,

Im committing to paper the last of the original con-

cepts we envisioned so long ago. For Athas, it is the

end of the beginning.

But where is the DARK SUN setting going, and

how does this book fit into that scheme?The overriding design philosophy for support

products is simple: concentrated campaign develop-

ment. If youre waiting for maps of the entire world

of Athas, or campaign supplements that take us to

the far side of the Sea of Silt and beyond, dont

hold your breath, cause theyre not coming. Not

for a while. Were concentrating on whats in the

boxed set: the Tyr Region and its seven city-states.

Weve bare ly touched that plot of sand, game

development-wise, and it will take quite a while to fill

it up with slave tribes, merchant houses, elven raid-ers , and more . The DARK SUN campaigns fu-

ture is bright, but for now its strictly bounded

within the existing campaign map.

Then why a hardbound rules book devoted to

higher-level characters? Dragon Kings serves two

purposes one obvious, one not.

First, Dragon Kings lets characters advance as

high as 30th level in all classes. They get wondrous

new abilities, possibly even new bodies, when they

reach such heights of experience. We originated all

these concepts early on in the design of the DARK

SUN universe, but we kept them out of the original

rules for two reasons. First, they wouldnt all fit.

Second, we didnt want to give away the secrets re-

vealed in the first DARK SUN novel, The Verdant

Passage. ( I f you havent read the novel ye t , be

warned that this book spoils its surprises!)

The second, less obvious reason to present rules

for the highest-level characters is rooted in overall

campaign development. Im a firm believer that the

macro-forces of a campaign world should set the

tone for even the lowliest adventuressort of a

trickle-down theory, if you will. In a science-

fiction world, the ambitions of powerful corpora-

tions, star-spanning empires, and malevolent alien

races se t the s tage for adventure . In the DARK

SUN world, the sorcerer-kings, advanced beings,

and other powerful characters set the tone. Charac-

ters beyond 20th level are the movers and shakers of

Athastheir every move leaves a wake of adventure

possibilities. To present a plausible DARK SUNcampaign, a DM must unders tand that wor lds

most influential NPCs and their incredible powers.

Why more powerful magic? Well, why not! Mas-

sive spells can help drive a campaign just as easily as

powerful characters. I think of fantasy novels Ive

read that are centered on the casting of a single,

incredible magical spell, one that takes years to pre-

pare and wipes out entire cities or nations. Whole

adventures can revolve around casting such magic

or preventing its casting.

T h e e x i s t i n g 9 t h - l e v e l A D & D ® g a m e w i z a r dspells do the same old stuff, just bigger and better:

They protect the wizard from being killed by a big-

ger monster. To me, its just not epic. Casting a spell

that erases a mountain rangenow thats magic!

Do I expect lots of DARK SUN campaigns to

become high-level campaigns? Do I want player

characters unleashing 10th-level spells at one an-

other as soon as they open this book?

No. But I do expect players to have something

more to strive for, and I expect DMs to have every-

thing they need to evolve a complete array of power-

ful NPCs for their little corner of Athas.

Obviously, use of player characters who have

advanced beyond 20th level dictates a somewhat dif-

ferent role-playing style. These characters are usually

people of great reputation who have many fantastic

accomplishments to their credit and can challenge any

foe or situation. More mundane adventures, such as

searching for small treasures or taking jobs as merce-

naries, become less important to the mega-characters.

2

Page 4: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 4/162

Their attentions should instead turn to more city- or

region-sweeping epics, such as the search for lost an-

cient civilizations, struggles between large armies or

nations, or quests for lost magical knowledge that can

win a throne! Encourage high-level characters to use

their talents toward lofty endswhats the point of ad-

vancing to 25th level if all youre going to do is pen

scrolls all day?

Note, though, that in the DARK SUN world,

no one gainsfantastic levels anonymously. In the

F O R G O T T E N R E A L M S ® c a m p a i g n s e t t i n g , a

wizard might go from 20th to 30th level and hardly

be noticed by the general populace, but I wanted

something different for Athas.

No DARK SUN world character can escape the

consequences of superior experience. With the ex-

ception of the rogues, high-level characters become

victims of their own success. Fighters find them-

selves heading huge armies, like it or not. Fledgling

dragons and avangions have nothing but enemies,

and psionicists must either join an exclusive organi-zation or be hunted by it. In terms of game balance,

is this fair? Given that each class has unique advan-

tages, it all evens out in the end. And if not, well,

nothing on Athas is particularly fair!

It has been a massive undertaking. I thank Zeb

Cook, Wil l iam W. Connors , and J . Rober t King

for their valuable input, and Troy Denning and

 James Lowder for li terary advice. Thanks also to

 Jim Ward for his assistance and to Allen Varney for

his editorial expertise.

Let the games begin!

Timothy B. Brown

 January, 1992

Table of Contents

Legends of Athas . . . . . . . . . . . . . . . . . . . . . . . . . . 4

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

Warriors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

War Vehicles

Heavy Chariot . . . . . . . . . . . . . . . . . . . . . . . . . 2 4

Light Chariot . . . . . . . . . . . . . . . . . . . . . . . . . . 2 5

Cliff Glider . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 7

Mekillot Ram . . . . . . . . . . . . . . . . . . . . . . . . . . 2 9

Undead War Beetle . . . . . . . . . . . . . . . . . . . . . 31Silt Skimmer . . . . . . . . . . . . . . . . . . . . . . . . . . . 33

Wizards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36

Priests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54

Rogues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 8

Psionicists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 4

Appendix 1: New Wizard Spells . . . . . . . . . . . . 8 2

Appendix 2: New Priest Spells . . . . . . . . . . . . 116

Appendix 3: New Psionic Disciplines . . . . . . . 13 8

 Monstrous Compendium Entr ies

Dragon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154

Avangion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156

Elemental, Character . . . . . . . . . . . . . . . . . . . 158

Credits

Designed by Timothy B. Brown

Edited by Allen Varney

Black & White Art by Tom Baxa and Brom

Color Art by Brom and Tom Baxa

Cover Art by Brom

Graphic Design by Dee Barnett

Production by Paul HanchetteTypography by Tracey Zamagne

Special Thanks to James M. Ward

3

Page 5: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 5/162

 Junnai a bottle of brew. The half-giant quickly andAthas has no gods, but despite thisor perhaps

because of itit has legends and myths aplenty.

Every village, oasis, and city-state neighborhood

spawns its collection of tales. Most carry valuable

gratefully downed the elfs gift, squinted along his

path, and continued home.

The next morning, Trundai searched for the miss-

ing Junnai. He found him face down on the road,

poisoned, his possessions stolen, the tracks of an elf

all around.

lessons for survival, such as ways to survive with little

water or avoid predators. Some, propagated by the

templars, give instruction in polite conduct. Many

more, whispered in secret, tell how a hero gained

revenge against a templar or sorcerer-king.

A few legends are even funny, for when not strug-

gling to survive, every Athasian enjoys laughter.

The humor, though, is almost always cruel, a jest at

the expense of some detested rival race or class.

Drake and Maiden

Outs ide Makla v i l lage s tands a temple ruin ,burned during one of many elven attacks. All that

remains is the charred statue of the small sects

founder. Worshippers abandoned the temple, all

save one, an old man of great wisdom. When he

died, his daughter continued to visit the temple daily

out of respect for her father.

One day, as she visited the temple, a great sand-

storm blew up. Hating to see the statue damaged

further, she wrapped her own shawl around it while

waiting out the storm. A drake happened by, and

(as this was back in the days when drakes were quite

intelligent and polite) he stopped to observe.

When the storm let up, he inquired of the daugh-

ter, Damsel, why do you give your own robes to the

image, an image of simple stone, that cannot feel

the sting of airborne sands?

Some typical legends follow.

The Drunken Half-Giant

In a v i l lage south of Raam l ived a hal f -g iant

named Junnai, a youth of great size whose sole love

was ale. His fellows knew him as a drunkard. But

the pleasant half-giant pulled his weight in a fight,

s o n o o n e b o t h e r e d h i m a b o u t h i s c o n s t a n t

inebriation no one but his brother, Trundai.

Stop your drunken ways , brother , Trundai

said.

But Junnai replied, I drink two tankards of ale

at the inn every evening, brother. And I shall do so

until the inn runs dry!

Then at least cut down, dear brother, and drink

but one this evening, Trundai suggested. Out of

love for his brother, Junnai agreed. That evening he

drank just one tankard of his beloved ale beforeheading home.

But when an elven runner found Junnai sitting,

sobbing a long the road back to h is v i l lage , he

stopped briefly to enquire. Normally I can find my

way by taking the middle road of the three blurry

roads I see, Junnai said. But this evening I drank

but one tankard of ale, so I see only two fuzzy roads

before me.

II see, said the elf. I can help you see the third

road, f r iend. Here , dr ink th is . The e l f handed

The daughter was startled but composed herself

before replying. If it were but stone, mighty drake,

then how could it answer my prayers and those of

my fat her?

Never had the drake heard such wisdom, noteven from the spirits that counseled it. The drake

returned often to visit the daughter on her daily

trips, and in time came to love her. So taken was he

that he sought out a wizard to alter his form. Then

he went to visit the daughter as a human.

The daughter shared his love, and the two found-

ed a village of their own beyond the mountains.

Their offspring, it is said, share the wisdom of their

mother and the ferocious strength of their father. To

this day, any child who displays both attributes is

4

Page 6: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 6/162

often termed a drakes child.

Arkholds Devastation

The dwarves of Balic say the ruins of Arkhold

were once a farming village. Its troubles started in a

Year of Priests Vengeance, when Thorlin, a ruler of

uncommon power and cruelty, claimed to hear the

high voices from the moons . He sa id the two

moons, Rul and Guthay, commanded him to visit

them and receive their wisdom.

Thorlin flew into the sky with a magical device of

some kindvariously, a jozhal-drawn chariot, a net

carried by air elementals, or (one of the most bizarre

touches in Athasian mythology) a spoon. He re-

turned a year later with a wild and burning eye.

Thorlin urged the villagers to burn their crops in

great bonfires, then sacrifice all livestock. This, he

said, would bring prosperity to the village. So it was

done.

After the devastating famine that followed, survi-

vors left for all parts of Athas. Nothing remains of

the v i l lage of Arkhold except ruins . So say the

dwarves.

Uncle Tontor: A Wyrms Tale

Elf merchants around the Lost Oasis believe (or

claim to believe) that no one has ever seen young or

small silk wyrms. No one, they say, has ever seen

them breed or reproduce, despite repeated (usually

fatal) attempts. The mystery has prompted many

tales. One concerns Old Uncle Tontor, a mythical

old human known for nosiness about other peoples

affairs. As the elves tell it, Tontor grew curious to

learn how silk wyrms reproduce. None too bright,

he tried to disguise himself as one, dyeing his skin

green and wearing limp cloth wings. Then he crept

out to a fearsome deep cavern where wyrms

roosted.

Uncle Tontor entered the cavern, trying as far as

possible to look and sound like a wyrm. His bum-

5

Page 7: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 7/162

bl ing at tempts a t t racted the at tent ion of King

Snakewing (in village folklore, monarch of the

wyrms). Ordinarily the wyrms would have killed the

old man on the spot. But King Snakewing had re-

cently fed well on a hundred humans and was feel-

ing tolerant. He ordered his minions to carry the old

man away into the sky.

Despite the humans whining protests, a hun-

dred silken snakes lifted Uncle Tontor and carried

him to the moon Guthay. There Uncle Tontor saw

that the moon was really a colossal egg, from which

all the silk wyrms hatched, fully-grown.

Then the wyrms deposited Uncle Tontor uncere-

moniously on the underside of Athas. (Elven folk-

lore once held that Athas is flat.) He had to swing

hand-over-hand to the edge of the world, crawl up

over the side, and walk all the way home; this jour-

ney lasted a whole kings age, 77 years. When Ton-

tor arrived back in the village, even older and more

irascible than before, his descendants did not recog-

nize him. Always nosy, Uncle Tontor asked them,

What happened to your renowned ancestor, the

great Tontor?

They replied, What, that old coot? Our grand-

parents said he went mad and thought hed turned

into a snake. He slithered into the hills, and nobody

ever saw him again.

6

Page 8: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 8/162

This book gives rules that allow existing AD&D®

game characters to advance to 30th level in all class-

es; new spells for wizards and priests; and new psi-

o n i c d i s c i p l i n e s . D r a g o n K i n g s a l s o c o v e r s

important campaign matters like the role of fol-

lowers and the sensory effects of magic. All this ma-

terial is meant for the DARK SUN campaign,

but it adapts easily to any AD&D campaign.

The book also offers much material specific to the

wo r l d o f Atha s , l i k e ne w ve hi c l e ty p e s , ne w

B AT T L E SY ST E M a rm i e s , a nd the d e bu t o f a

shadowy organization of powerful psionicists: the

Order. You need the DARK SUN campaign set to

use this information.

This Introduction summarizes two systems spe-

cific to the DARK SUN world that apply to both

wizards and priests : ps ionic enchantment and

advanced beings. More information appears later

in this book in the sections devoted to these classes.

Psionic EnchantmentBeyond the horizons of routine magic are whole

seas of power that cannot be tapped naturally. The

unaided mind, regardless of intelligence, cannot

comprehend, let alone command, such tremendous

e ne rg y . B u t p s i o ni c s c a n tu ne the m i nd f o r

greater mastery of magic. The combination pro-

duces the most powerful magic avai lable in a

D A R K S U N c a m p a i g n .

Psionic enchantment is magic, not psionics. As

sta ted in the Complete Psionics Handbook, Mag-ic is the ability to shape, control, harness, and utilize

natural forces that infuse the game world and sur-

round the characters. . . . Psionics is the complete

opposite of this. The psionicist shapes, controls,

harnesses, and utilizes natural forces that infuse his

own being . Psionics and magic are separate forces.

In psionic enchantment, psionics is a means to-

ward an end, a catalyst in the magical process. Wiz-

ard spells beyond 9th level and priest spells beyond

7th level are too difficult for the unaided mind to

7

Page 9: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 9/162

comprehend. Only through psionic disciplines can

the mind handle this magic.

In game terms, psionic enchantments are new

spells for the highest-level wizard and priest charac-

ters who are also psionicists. For wizards, psionic en-

chantments are 10th-level spells. For priests, psionic

enchantments are 8th-, 9h-, and 10-level. These

spells become available based on the characters

level , given on spell progression tables later in this

volume.

There is no separate science or discipline for use

of psionic enchantments. A spellcaster who reaches

20th level as a psionicist is always ready to negotiate

psionic enchantments.

The enchantments are spells of great scope, at

times dwarfing the effects of those normally avail-

able to wizards and priests. Whereas existing spells

focus on the individual and immediate surround-

ings, psionic enchantments can affect entire cities or

armies or alter the face of Athas itself.

Such extraordinary magic requires careful prepa-ration for weeks, months, and even years as the

spellcaster puts the magical wheels into motion.

Gathering components becomes an exacting task in

itself, often calling for grand and dangerous quests.

The caster must become intimately familiar with the

target, be it a tract of desert he wishes to make

bloom or the personal background of an army he

wishes to erase from existence. Many spells have du-

rations directly proportional to preparation time.

Psionic enchantments have a separate Prepara-

tion Time line in their game statistics.

Characters can research new psionic enchant-

ments beyond those listed. Often, a wizard per-

forms such research amid ancient ruins, studying

old tomes and tablets, building on the work of long-

dead sorcerers. Such research takes at least one

year, though a lifetime can pass without results.

The Advanced Beings

In addition to the awesome magical spells they

8

Page 10: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 10/162

can wield, the highest-level spellcasters also under-

take a drastic mental and physical change. These

advanced beings are among the most powerful crea-

tures on Athas, devoted to either good or evil, foci

of dramatic events and epic struggles.

In game terms, many spellcasters leave their hu-

man forms behind when they advance beyond 20th

level, slowly transforming until at 30th level they

complete the change into an advanced being.

Only defilers, preservers, and clerics may trans-

form into advanced beings. To do so, the character

must achieve 20th level in both the spellcasting and

psionicist classes. At this high level, the character

abandons the distinction between the two classes,

becoming 21st-level in an advanced form. Details

appear in the class chapters in this book.

E a c h c l a ss m e ta m o rp ho se s i n to a d i f f e re nt

advanced form. Defiler/psionicists become drag-

ons. Preserver/psionicists become avangions, ex-

tremely delicate creatures of tremendous magical

power. A defiler or preserver cannot advance past

20th level without becoming an advanced being.

Cleric/psionicists can become elements. Having

united with the powerful magics of an elemental

plane, the cleric slowly eliminates the three other ele-

ments in the body in favor of the purest forms of the

fourth. At 21st level, the cleric is, in effect, an ele-

mental, who grows in magical and psionic power at

higher levels. Unlike wizards, the cleric can instead

choose to retain a human body when advancing be-

yond 20th level.

Racial level limits: Most player character races

cannot achieve the highest levels in the spellcasting

classes. Human characters, unlimited in their ad-

vancement in any class, can advance to become

dragons, avangions, or elementals. The only demi-

humans that can do so are the half-elves, and even

they can become only dragons.

Catching Up

A character must achieve 20th level in both the

9

Page 11: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 11/162

spellcasting class and the psionicist class before

transforming to an advanced form. Coordinating

the two classes works differently for dual-classed and

multi-classed characters.

Human dual-classed: Only human charac ters

m a y b e d u a l - c l a s s e d . I n o r d e r t o b e c o m e a n

advanced being, the human first achieves 20th level

in either class, then switches from that first class to

the second, advancing in it to 20th level. The hu-

man must then adventure for 500,000 additional ex-

perience points beyond 20th level to become a 21st

level advanced being. The human must abide by all

rules regarding dual-class advancement presented

in the Players Handbook.

Half-elf multi-classed: A half-elf character who

wishes to become a dragon must begin play as a

d e f i l e r / p s i o n i c i s t . U p o n e a r n i n g a t o t a l o f

6,500,000 experience points, the character can be-

come a 21st-level dragon.

Having become an advanced being, the character

can never again opt for a dual-class; the advancedclasses can never be combined. He can never freely

reduce experience to zero and begin the campaign

again in a new character class. For the advanced

beings, theres no going back.

The Sorcerer-Kings

The sorcerer-kings of the Seven Cities are, in

game terms, defiler/psionicists who have begun the

transformation to dragon form. Each sorcerer-

kings ambitions and approach to changing physi-

cal form are unique. Each is described here in broad

terms.

Balic: Andropinis of Balic is, in fact, a 21st-level

dragon. He retains enough of his original human

form, however, that he can be seen in public without

drawing suspicion. Those who have suspected his

true nature have been executed.

Draj: The more pompous Tectuktitlay of Draj is

actually a 22nd-level dragon, having used his own

blood-soaked arena to further his metamorphosis.

Tectuktitlays form is markedly inhumanhe re-

tains human appearance through a vigilant psionic

illusion.

Gulg: The oba is a 21st-level dragon, though still

virtually human in appearance. With her attentions

fixed on her citys ancient enemy Nibenay, Lalali-

Puy has not metamorphosed further.

Nibenay: The Shadow King secludes himself for

a reason he is a 23rd-level dragon. In his rare ap-

pearances he masks his form with illusion, then

steals away to continue his transformation. Nibe-

nays senior templars know of their masters true

form.

Raam: Abalach-Re, herself a 21st-level dragon,

is confused by her si tuation. The nature of her

powers has lead the Great Vizier to a mistaken con-

clusion about their source thus her invention of

the fictitious higher being whom she compels

Skeptical citizens to worship.

Tyr: The tyrant Kalak has been slain. His unique

approach to dragon status is discussed below.Urik: Hamanu is a 21st-level dragon who sees

himself as the ultimate ruler of the Tyr region. By

force of arms, he may succeed, but not without fur-

ther power gained through metamorphosis.

Ancient Origins

Essentially, the seven sorcerer-kings are the first

defilers who matched their great magical skills with

ultimate psionic power. When they attained this

level of magic is unclearthough rumors about

their age range into the thousands of years, they are

probably much older than that. On attaining the

first stage toward dragon form, the seven delved

deeper into research to understand what they had

begun.

Each had mysteriously become the focus of unlim-

ited elemental magic. Though they couldnt tap this

power themselves, the sorcerer-kings could impart

that power to their followers, the templars. The end

result was clear, but why this transference of power

10

Page 12: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 12/162

became possible remains a mystery, even to the

sorcerer- kings.

In actuality, with the casting of their first meta-

morphosing spells, the sorcerer-kings each attracted

the attention of a very powerful and rare creature

a living vortex. With spidery fingers firmly anchored

in all the elemental planes and the prime material

plane, the living vortex is a continuous conduit of

magical energy. The sorcerer-kings are, until their

deaths, a source of elemental magical power fun-

nelled directly to them by their living vortex, a crea-

ture they dont even realize exists.

With the passage of centuries, the living vortices

have become extinct. Therefore, no future dragons

will gain the ability to transfer elemental magic to

templars. The original sorcerer-kings will take that

privilege with them to their graves.

Having achieved magical mastery, the sorcerer-

kings began their suppression of other wizards.

They reserved wizardly magic for themselves, and

fledgling mages were hunted and killed. In the cen-turies since they took power, no other mage has risen

in power to challenge the sorcerer-kings.

Kalaks Gamble

Kalak was certainly the most ambitious of the

sorcerer-kings. As such, he wasnt satisfied with the

possibilities of staged metamorphosis toward dragon

form. Impatient, he sought ancient tomes and magi-

cal texts that might afford him a shortcut. Kalak

wanted to attain pure dragon form in one grand

action.

Essentially, Kalak attempted to condense all the

destructive force that would normally be parcelledinto ten smaller steps into one gigantic deed. He

built the great ziggurat to focus his powerful spell,

with its attached arena where he would trap the life

energy of thousands of spectators.

Would Kalaks scheme have worked? Nearly

slain at the arena by a halfling spear through his

chest, the sorcerer-kings plans were cut short. Since

the survival of a single stage of dragon metamorpho-

sis is uncertain, Kalak might have died anyway.

Events have robbed us of that knowledge, which is

probably for the best.

Game terms: In game terms, Kalak tried to go

from 21st-level to 30th-level dragon all at once. He

fai led. No magic al lows another DARK SUN T M

game character to attempt this feat. The only path

from human to dragon form has ten distinct steps.

11

Page 13: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 13/162

12

Page 14: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 14/162

Brothers and Champions

 Many decades past , a noble fami ly of Urik pre -

s e n t e d t w i n s o n s t o t h e s o r c e r e r - k i n g H a m a n u .

Use these children as you see fit, lord, said their 

mother , and may a l l your campaigns be g lor ious .

H a m a n u t o o k t h e c h i l d r e n a n d s e n t t h e m t o b e

trained for combat.

Years passed, and the boys grew to men. But Ha-

manu wanted no rivalries in his ranks, so he ordered

the pair to f ight to the death. The stronger wouldlead his armies. And one clearly was the stronger,

more learned in spear and lance than his twin. But

the impending due l made h is hear t heavy , and he

devised a plan.

The stronger brother sought out a wizard in the

w i ld e r n e s s a n d p a id h a n d s o me ly f o r h i s s e r v i c e s .

The wizard performed two spel ls . First , he charmed

the weaker brother, erasing his memory. The strong-

e r p u t h i s b r o th e r o n a c a r a v a n bo u n d f o r R a a m,

 fore ve r ou t of hi s li fe bu t aw ay fro m ha rm . Se cond ,

the wizard cast an i l lusion on a s imple gith. Ha-

ma n u w i tn e s s e d th e s t r o n g e r b r o th e r k i l l in g h i s

weaker brother and was satis f ied, though in truth

only a gith had lost i ts l i fe . The stronger brother 

became the leader of Hamanus armies, and in t ime

he al l but forgot the brother he had saved.

Years later , in a war against Raam, the stronger 

brother led his triumphant host to the gates of that

c i ty . Around i t massed an army o f s laves and un-

d e a d , bu t Ha ma n u c a l l e d f o r c o mba t by c h a mp i -

ons. The stronger brother rode out on his armoredcrodlu, and to meet him rode a champion covered in

the b lack ch i t in armor o f h is c i ty . When the o ther  

champion removed his helmet, the stronger brother 

looked in shock upon his twins face .

He saw no recognition in his brothers eyesthe

wizards magic still held his memory. In his ear, the

s t r o n g e r b r o t h e r h e a r d H a m a n u s v o i c e s a y i n g ,

You have deceived me once, but I will let you live.

Twice I shall not tolerate. On the blast of the me-

kil lot horn, batt le was jo ined. The stronger brother 

13

ran his twin through, letting blood and his own tears

nourish the desert sands.

 Warriors Beyond 20th Level

Athasian warriors gain greater powers when they

advance beyond 20th level. As leaders of vast arm-

ies or as individual combatants of renown, high-level

warriors can reshape the Tyr Region and beyond.

Fighter

Human, half-elven, and mul fighters may ad-

vance beyond 20th level. Fighters gain a new level

f o r e v e r y 2 5 0 , 0 0 0 e x p e r i e n c e p o i n t s a b o v e

3,000,000. They gain 3 hp at each level above 20.

A fighter can create entire units of elites upon

reaching 21st level. A single unit of followers is of at

least 5th level and ( in BATTLESYSTEM game

terms) can have no more stands than the fighters

level . The units equipment, mounts, or special

characteristics have no effect. Training to elite statustakes 30 uninterrupted days. At the end of that

time, the unit gains certain advantages during bat-

t l e s g o ve rne d by B AT T L E SY ST E M ru l e s : I t s

AD rises to the next higher die (AD 6 becomes AD

8, etc.) ; its AC is reduced one point; its hits are

increased 3 points; and its ML is raised 4 points.

Individual characters within the unit gain no bene-

fit; the elite status applies only to the unit as a whole.

New characters recruited into the unit are not con-

sidered elites. A fighter may train unlimited num-

bers of elite units.

A fighter continues to gain followers beyond 20th

level . He gains another unit of fol lowers with

1d20 + 10 stands and of 1d10 + 2 levels; it is 50%

likely to be special in nature.

Also, the fighter gains a powerful individual fol-

lower who is sympathetic to his cause. The new fol-

lower must have been impressed by the fighters

accomplishments before he attained his new level.

The DM determines the exact follower. Some exam-

ples include a high-level preserver, cleric, or ranger;

Page 15: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 15/162

a belgoi champion; or a wayward half-giant. If nec-

essary, use the Rangers Followers table from the

DARK SUN Rules Book (page 25) to determine

the fighters follower.

Gladiator

Only human, dwarf, half-elf, and mul gladiators

may advance beyond 20th level. Gladiators gain an

additional level for every 250,000 experience points

above 3,000,000. They gain 3 hp at each level above

20.

A gladiators armor optimization continues past

20th level. It is -4 at 20-24th level, -5 at 25-29th

level, and -6 at 30th level.

A gladiator continues to gain followers past 20th

level, one unit per level, of 1d20 + 10 stands and of

1d10 + 2 levels; the unit is 50% likely to be special.

Gladiators do not gain individual followers.

R a n g e r

Only human characters can advance beyond 20th

level as a ranger. Rangers gain an additional level

for every 300,000 experience points above

3,600,000. They gain 3 hp at each level above 20.

A ranger gains more followers at every level be-

yond 20th. There are 2d6 followers per level, rolled

individually on the Rangers Followers table in the

Rules Book.

A ranger can use clerical scrolls or clerical magi-

cal items at 21st level. He can use any item listed

without limitation.

A ranger can write clerical scrolls at 24th level.

He can write scrolls only for spells he already knows.

For rules for making scrolls, see DMG, page 85.

 Warriors in the Campaign

Warrior characters have the greatest impact on a

DAR K SUN c a m p a i g n thro u g h f o rc e o f a rm s .

With their own incredible fighting skills and armies

of followers at their command, high-level warriors

confront mammoth creatures and whole nations

armed with obsidian and steel.

Arrival of Followers

Followers are warriors impressed with the charac-

ters prowess and accomplishments. Work the arriv-

al of followers into the unfolding campaign. Players

shouldnt simply roll up a new unit and add it to a

roster on their character sheet, with no regard for

the present campaign situation. The tables in the

DARK SUN rule book serve as DM guidelines.

When its time for new followers to arrive, ask,

What potential source of followers has this warrior

impressed recently? Who did he probably impress

the most? The answers narrow the possibilities

and make the followers arrival more realistic.

Another approach is to roll up or otherwise create

the warriors next unit of followers well in advance.

Then bring them into the campaign as allies or foes,

long before the warrior character should be look-ing for them. By careful planning, the DM can

make the character earn his next followers, ei-

ther by joining them or gaining control of the unit

through role-playing.

More Uses for Followers

A DM can fall into a terrible trap with followers.

Large forces can pull the campaign focus away from

the player character and onto the clash of armies.

But tens or even hundreds of warriors dont have

to direct the campaign toward large-scale warfare,

at least not from the viewpoint of the warrior charac-

ter. Some further uses for followers:

Incredible monsters: Some monsters, such as

drakes and emerging dragons, can lay waste to

dozens of low-level warriors at a time, especially

when caught out in the open. If a warrior isnt care-

ful, monsters of great power can whittle his units of

followers down in a short time. A warrior might use

his units to flush out and engage these huge crea-

tures rather than take the risk alone.

14

Page 16: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 16/162

Page 17: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 17/162

challenge. The loser's forces leave the f ie ld .

Though individual races may have their own ad-

ditions, this creed is held as law throughout Athas.

Once accepted, the combat is to the death. Violat-

ing the challenge through cowardice or deception

has dire consequences.

Depending on the situation, a warriors followers

may see him in a new light upon being challenged.

They may see him as foolhardy if he accepts a chal-

lenge he likely would lose, or as a coward if he de-

cl ines a chal lenge he might win. Of course, a

warrior who wins a challenge gains tremendous re-

spect from his followers.

Use of magic: Magic is strictly prohibited. If it is

found, the challenge is breached.

Use of psionics: Psionics is also prohibited but is

more difficult to detect. If it is detected, the chal-

lenge is breached.

Use of mounts: Mounts may be agreed upon be-

f o r e c o m b at b e g i n s . B r ea k in g t hi s a gr e em e nt

breaches the challenge.Choice of weapons: Athasian combat does not re-

quire identical weapons. If they are agreed upon in

advance, any deviation breaches the challenge.

Any breach usually causes both sides to attack

immediately, regardless of the ongoing challenge.

Races and Challenges

Each race has its own attitudes toward combat by

champions.

H u m a n : A human warr ior s acceptance of a

challenge depends mainly on his ability to succeed.

A human usually weighs what he knows of the other

champion and army, then decides the course of

action that most likely leads to success.

S la v e t r i b e s : Si nc e the y a re u su a l l y sho r t o n

troops, combat by champions is an ideal option for

most slave tribes. Slave champions tend to be form-

er gladiators.

Sorcerer-kings: A sorcerer-king may send out a

champion before a battle if it amuses him at the mo-

16

ment. He may also ignore the creed if the outcome

of the challenge doesnt suit him.

Dwarf: A dwarf will only challenge or accept

challenges that directly relate to his focus. In fact, if

the dwarf believes that this battle helps fulfill his fo-

cus, he will want to be a champion. If the battle is a

nuisance, a dwarf will rarely take notice enough to

have an opinion.

Elf: Elves are noted as blatantly untrustworthy, es-

pecially when it comes to challenges. It is widely

known that an elf will attempt to cheat in a chal-

lenge and that his followers seldom observe the un-

spoken creed. Elven treachery with champions has

spawned the phrase rel iable as an e lven chal -

lenge in common parlance.

Half-elf: Eager to prove themselves to human and

elven opponents, half- elves often far too quickly give

or accept challenges. A half-elf is likely to take on a

much more powerful warrior if victory might mean

acceptance by either side of his parentage. Half-

elves are known for accepting tribute when they wina challenge.

Half-giant: A half-giants attitudes toward chal-

lenges change with his alignment. Half-giant war-

riors are often chosen to accept challenges from

within an army.

Halfling: The notion of challenges and combat by

champions is foreign to the halflings of the Forest

Ridge, so they never offer a challenge. Pragmatic to

the core, a halfling rarely accepts a challenge, be-

cause his ego doesnt come into play.

Mul: Muls are usually the first to suggest that abattle be settled with champions. They are also first

to complain against the creed when their champion

is slain.

Thri-kreen: The mantis warriors make challenges

only to one another, and then the combat is gov-

erned by strict rulesno weapons. Thri-kreen war-

riors will not challenge meat animals (the other

player character races), nor will they accept such

challenges.

Page 18: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 18/162

Gith: Gith armies are too disorganized to accept

a creed. An issued challenge might cause the gith

ranks to pick multiple champions who would first

fight it out among themselves.

Non-Warrior Characters

Characters of different classes (wizard, priest,

rogue, and psionicist) can accept challenges, but

they must adhere to the letter of the creed. They

cannot use magical or psionic powers, but must in-

stead use weapons, armor, and strength to defeat

the opponent.

Breaching a Challenge

A warrior (other than an elf) who violates the

creed damages his reputation severely. His followers

may abandon him, and he may gain no new fol-

1 owers for years, or until he sets right his terrible

wrong. Other warriors seek the violator to slay him.

Even the peace kept by the templars allows for the

wanton killing of challenge violators.

Keep in mind that there is no stigma attached to a

warrior who uses magic, psionics, or deception out-

side a challenge to overcome his enemies. However,

once a challenge is accepted, a champion must fight

as a warrior alone.

Challenges in the Campaign

Combat by champions is an excellent tool for

bringing grand battles back down to the character

level. No matter what the troop strength, magical

and psionic aids, trains of supplies, plans, tactics,

morale, etc., the struggle comes down to the swings

of weapons between two powerful warriors.

Challenges can also even the odds. When the

PCs are surrounded by superior numbers, they can

offer challenges to save their skins. The reverse is

also true; no matter how large the PCs armies are,

proper role-playing can put them into a situation

where they must accept a challenge. Their sure

thing can come down to a single combat.

17

Page 19: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 19/162

Army Lists

T h e m a j o r r a c e s a n d c u l t u r e s o f A t h a s c a n r a i s e

armies for both of fens ive and defensive posturing.

The exact e lements o f each army can be determined

u s i n g t h e s e l i s t s , i n t e n d e d f o r B A T T L E S Y S T E M

c a m p a ign p la y .

Army Size: The exact size of a given army is mea-

sured in units , and should be determined by the

D M . A s m a l l a r m y , f r o m a s i n g l e t r i b e , f o r i n -

s tance, might have only two to four units ; a large

army from an aggressor c i ty-s ta te may have dozens

of units .

Leaders: The possible leaders for each army are are

l i s t ed , f o l lo w ed b y a p a r en t h et i c a l m en t io n o f t h e i r

restrict ions.

Troops: E a c h s ep a r a t e t r o o p t yp e h a s i t s s iz e ( in

s t a n d s ) a n d a l l B A T T L E S Y S T E M i n f o r m a t i o n .

T h e n u m b e r o f u n i t s o f a s i n g l e t r o o p t y p e i n a n

army cannot excede the percentage shown.

Allies: Possible allied troops that can be a part of

the army are also listed.

Psionics in BATTLESYSTEM Games

Units and leaders can have psionic points . A

leaders points equal his level. If a unit is listed as

being psionic, it gets one point per stand. The maxi-

mum range of all psionic attacks is 12.

During Step 5 : Magic , psionic points may be

a imed a t enemy uni ts or leaders . The target

must make a morale check if at least one point per

target stand (for units) or one point per level (for

leaders) is aimed at it. If double or more than that

number is applied, the morale check is made at -2.

All morale checks due to psionics are performed

simultaneously. Shaken or routed units cannot use

psionic points.

E l f 

Elven armies exist throughout the Tyr region. Ill-

tempered and easily offended, elven tribes readily

 jump to the call of arms.

Leaders

Elf Chieftain (1 per army)

AD 8 AR 5 Hi t s 4 CD 1 2 MV 1 2

Level 15 fighter.

Elf Champion (1 per 4 units)

A D 8 A R 5 H i t s 3 C D 9 M V 1 8

Level 10 fighter. Level 5 psionicist.

Elf Skyminder (1 per army)

AD 4 AR 9 Hits 2 CD n/a MV 18

Level 15 psionicist.

Elf Sorcerer (1 per 6 units)

AD 4 AR 3 Hi t s 2 CD 3 MV 1 8

Level 10 wizard:

4 1st, 4 2nd, 3 3rd, 2 4th, 2 5th.

Troops

Elf Dunehunters 12 stands (40%)

AD 6*6 AR 8 Hits 1 ML 12 MV 12

Range 2 /4 /6 (javelins)

Elf Dunerunners 12 stands (80%)

A D 6 A R 9 H i t s 1 M L 1 2 M V 1 8

Irregular only.

Elf Phalanx 18 stands (20%)

A D 6 A R 8 H i t s 1 M L 1 3 M V 1 2

Zombie Infantry

AD 8 AR 9 Hi ts 2 ML n/a MV 6Irregular only. Cause horror, -1.

Skeleton Infantry

AD 6 AR 8 Hi ts 1 ML n/a MV 12

Irregular only. Cause horror, -1.

Allies

Half-giant Hero (1 per 3 units)

A D 1 2 A R 6 H i t s 7 M L 1 4 M V 1 5

18

Page 20: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 20/162

Gith

Savage gith hordes are the scourge of the table-

lands and moutain passes. Often units within a gith

army are severely factionalized, and may disregard

orders from the overlord commander without warn-

ing. This and their generally poor morale have more

than offset their seemingly overwhelming numbers.

Leader

Gith Overlord (1 per army)AD 1 2 AR 6 Hi t s 5 CD 9 MV 9

Level 10 psionicist. Level 15 fighter.

Gith Tribal Chieftain (1 per 2 units)

AD 1 2 AR 7 Hi t s 4 CD 9 MV 9

Level 5 psionicist. Level 10 fighter.

Gith Tribal Shaman (1 per 3 units)

AD 4 AR 9 Hi t s 2 CD 3 MV 9

Level 5 psionicist. Level 5 cleric:

3 1st, 3 2nd, 1 3rd.

Troops

Gith Levy Infantry 24 stands (80%)

AD 6 AR 9 Hi ts 2 MV 9 MV 9

Psionic. Irregular only.

Gith Infantry 18 stands (50%)

AD 8 AR 9 Hi t s 2 ML 1 2 MV 9

Psionic.

Gith Archers 18 stands (25%)

A D 8 * 6 A R 3 H i t s 2 M L 1 2 M V 9

Range 5/10/15

Psionic.Gith Pike Infantry 18 stands (10%)

AD 8 AR 9 Hi t s 2 ML 1 3 MV 9

Psionic. Three ranks can attack.

A l l i e s

There are no races on Athas who regularly ally

with the gith.

Slave Tribes, Mountains

Hi d d e n a wa y i n the i r ro c k y f o r t re sse s , the

mountain-dwelling slave tribes are almost impos-

sible to root out. When they venture with their arm-

ies down through the foothills, they rely on brute

strength of arms in battle.

Leaders

Slave Tribe General (1 per army)

A D 8 A R 4 H i t s 6 C D 1 5 M V 1 2 Level 15 fighter.

Gladiator Hero (1 per army)

A D 8 A R 5 H i t s 5 C D 1 2 M V 1 2

Level 10 gladiator.

Halfling Skyminder (1 per 3 units)

AD 4 AR 8 Hi ts 1 CD n/a MV 6

Level 15 psionicist.

 Wizard Renegade (1 per 6 units)

AD 4 AR 6 Hi t s 3 CD 3 MV 1 2

Level 10 wizard:

4 1st, 4 2nd, 3 3rd, 2 4th, 2 5th.

Rock Shaman (1 per army)

AD 6 AR 6 Hi ts 2 CD n/a MV 12

Level 10 cleric:

4 1st, 4 2nd, 3 3rd, 3 4th, 25th.

T r o o p s

Trained Infantry 8 stands (30%)

AD 8 AR 7 Hi ts 2 ML 12 MV 12

Untrained Infantry 16 stands (80%)

AD 6 AR 9 Hi t s 1 ML 1 1 MV 1 2Cliff Gliders 8 stands (5%)

AD 8 AR 6 Hi ts 2 ML 13 MV 18 Gl ide

A l l i e s

Aarakocra 6 stands (10%)

AD 8 AR 8 Hi ts 2 ML 11 MV 6/36

19

Page 21: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 21/162

Slave Tribes, Tablelands

The tribes of the plains tend toward speed and

mobility for their armies, relying on raids and quick

strikes for their military successes.

Leaders

Slave Tribe General (1 per army)

A D 8 A R 4 H i t s 6 C D 1 5 M V 1 2

Level 15 fighter.

Gladiator Hero (1 per army)A D 8 A R 5 H i t s 5 C D 1 2 M V 1 2

Level 10 gladiator.

Tribal Skyminder (1 per 3 units)

AD 4 AR 8 Hi t s 3 CD 3 MV 1 2

Level 10 psionicist.

 Wizard Renegade (1 per 6 units)

AD 4 AR 6 Hi t s 3 CD 3 MV 1 2

Level 15 wizard: 5 1st, 5 2nd, 5 3rd, 5 4th,

5 5th, 2 6th, 1 7th.

Troops

Heavy Charioteers 6 stands (20%)

AD 12+8 AR 5 Hits 8 ML 14 MV 15

Light Charioteers 8 stands (80%)

AD 1 2 * 6 AR 7 Hi t s 6 ML 1 3 MV 1 8

Range 6 / 12 / 18

Kank Cavalry 8 stands (25%)

AD 1 2 AR 7 Hi t s 3 ML 1 4 MV 1 8

Trained Infantry 6 stands (20%)

AD 8 * 6 AR 7 Hi t s 2 ML 1 2 MV 1 2

Range 2 / 4 /6 (javelins)Untrained Infantry 12 stands (80%)

A D 6 A R 9 H i t s 1 M L 1 1 M V 1 2

Allies

Half-giant Hero (1 per 3 units)

AD 1 2 AR 6 Hi t s 7 ML 1 4 MV 1 5

Level 10 fighter.

2 0

Sorcerer-King's Horde

When the rulers of the Seven Cities wage wars,

they bring with them an odd conglomeration of fa-

natical templar soldiers and unwilling captive levies.

Their ranks are highly magical, raising undead re-

placements on the march and on the field. The ex-

act character of each citys army is slightly different,

but they all conform to this basic form.

L e a d e r sTemplar Overseer (1 per army)

AD 1 2 AR 3 Hi t s 6 CD 1 5 MV 1 2

Level 15 cleric: 6 1st, 6 2nd, 6 3rd, 6 4th,

4 5th, 2 6th, 1 7th.

Templar Centurion (1 per 3 units)

AD 8 AR 4 Hi t s 5 CD 9 MV 1 2

Level 10 cleric:

4 1st, 4 2nd, 3 3rd, 3 4th, 2 5th.

Templar Taskmaster (1 per slave unit)

A D 6 A R 7 H i t s 2 C D 6 M V 1 2

4 1st, 4 2nd, 3 3rd, 3 4th, 2 5th.

Templar Animator (1 per undead unit)

AD 4 AR 8 Hi t s 3 CD 6 MV 1 2

Level 5 cleric:

Level 10 cleric:

3 1st, 3 2nd, 1 3rd.

Defiler Master (1 per 8 units)

AD 4 AR 6 Hi t s 3 CD 3 MV 1 2

Level 15 defiler: 5 1st, 5 2nd, 5 3rd, 5 4th,

5 5th, 2 6th, 1 7th.

Defiler Subordinate (1 per 5 units)AD 6 AR 6 Hits 2 CD n/a MV 12

Level 5 defiler:

4 1st, 2 2nd, 1 3rd.

Troops

Heavy Charioteers 6 stands (10%)

A D 2 d 1 2 A R 4 Hits 8 M L 15 M V 15

Light Charioteers 8 stands (10%)

A D 1 2 * 6 A R 6 Hits 6 M L 14 M V 18

Range 2 /4 /6 (javelins)

Page 22: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 22/162

Heavy Kank or Crodlu Cavalry 8 stands (10%)

AD 1 2 AR 6 Hi t s 4 ML 1 2 MV 1 2

Medium Kank or Crodlu Cavalry 8 stands (20%)

A D 8 A R 7 H i t s M L 1 1 M V 1 5

Light Kank Crodlu Cavalry 8 stands (25%)

AD 6 * 6 AR 9 Hi t s 2 ML 1 1 MV 1 8

Range 5 / 10 / 15

Templar Hvy Infantry 10 stands (20%)

AD 8 AR 6 Hi t s 2 ML 1 2 MV 1 2

Human Slave Infantry 12 stands (80%)

AD 4 AR 9 Hi t s 1 ML 9 MV 1 2

Irregular only.

Dwarf Slave Infantry 6 stands (80%)

A D 6 A R 9 H i t s M L 1 1 M V l 2

Irregular only.

Skeleton Infantry 12 stands (30%)

AD 6 AR 8 Hi ts 1 ML n/a MV 12

Irregular only. Cause horror, -1.

Skeleton Archers 8 stands (20%)

AD 6*6 AR 8 Hi ts 1 ML n/a MV 12

Range 5 / 10 / 15 . Irregular only.

Cause horror, -1.

Zombie Infantry 12 stands (40%)

AD 8 AR 3 Hi ts 2 ML n/a MV 6

Irregular only. Cause horror, -1.

 War Mekillots 2 stands (5%)

A D 8 * 6 A R 6 H i t s 8 M L 1 1 M V 9

Range 2 /4 /6 (javelins from howdah)

 War Inix 4 stands (10%)

A D 1 2 * 6 A R 7 H i t s 5 M L 1 2 M V 1 5

Range 2 /4 /6 (javelins from howdah)

Undead War Beetle 2 stands (5%)

AD 12 +8*6 AR 7 Hits 8 ML n/a MV 9

Range 5 / 10 / 15 (bows from interior)

Cause horror, -3 .

2 1

Page 23: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 23/162

Thri-kreen

The Great Alluvial Sand Wastes and the scrub

plains around the Great Ivory Plain teem with sav-

age armies of thri-kreen. They raise armies to wage

wars against each other for mastery of land or to

strike out against the city-states in search of plunder

and food.

Leaders

Thri-kreen Chieftain (1 per army)

A D 1 2 A R 4 H i t s 7 C D 1 2 M V 1 8

Level 5 psionicist. Level 15 fighter.

Thri-kreen Elder (1 per army)

AD 4 AR 7 Hi t s 3 CD 3 MV 1 8

Level 10 psionicist.

Thri-kreen Champion (1 per 3 units)

AD 1 2 +8 AR 4 Hi t s 6 CD 3 MV 1 8

Level 10 fighter.

Thri-kreen Shaman (1 per 6 units)

AD 6 AR 7 Hi t s 3 CD 3 MV 1 8

Level 10 cleric:

4 1st, 4 2nd, 3 3rd, 3 4th, 2 5th.

T r o o p s

Thri-Kreen Gythka Infantry 12 stands (80%)

A D 1 2 A R 7 H i t s 3 M L 1 4 M V 1 8

Thri-Kreen Chatkcha Infantry 6 stands (80%)

AD 1 2 * 6 AR 7 Hi t s 3 ML 1 4 MV 1 8

Range 6 / 12 / 18

Thri-kreen Guards 6 stands (20%)

AD 1 2 +8 AR 5 Hi t s 5 ML 1 6 MV 1 8

A l l i e s

Human Slave Infantry 18 stands (15%)

AD 4 AR 9 Hi t s 1 ML 7 MV 1 2

Irregular only

Human slaves who fail morale even once auto-

matically rout.

Gith Infantry 12 stands (25%)

AD 8 AR 9 Hi ts 2 ML 12 MV 9

Undead Legion

The wastelands breed wandering hordes of long-

dead armies that at times seek still more lives to

take. Some take seemingly aimless treks, while oth-

ers are raised and controlled by more powerful un-

dead or evil necromancers.

Leaders

Grand Necromancer (1 per army)

A D 4 A R 6 Hits 3 CD 3 M V 12

Level 15 defiler: 5 1st, 5 2nd, 5 3rd, 5 4th,

5 5th, 2 6th, 1 7th.

Necromancer Subordinate (1 per 5 units)

A D 6 A R 6 Hits 2 CD n / a M V 12

Level 10 defiler:

4 1st, 4 2nd, 3 3rd, 2 4th, 2 5th.

Undead Commander (1 per army)

Undead Champion (varies)

Characteristics to be determined by the DM.

T r o o p s

Skeleton Infantry 12 stands (30%)

AD 6 AR 8 Hi ts 1 ML n/a MV 12

Irregular only. Cause horror, -1.

Skeleton Archers 8 stands (20%)

AD 6*6 AR 8 Hits 1 ML n/a MV 12

Range 5 / 10 / 15. Irregular only.

Ca u se ho rro r , - 1 .

Skeleton Cavalry 8 stands (15%)

AD 10 AR 8 Hi ts 2 ML n/a MV 18

Ca u se ho rro r , - 1 .Skeletal Beasts 6 stands (15%)

AD 8 AR 3 Hi ts 3 ML n/a MV 12

Irregular only. Cause horror, -1.

Zombie Heavy Infantry 8 stands (40%)

AD 8 AR 7 Hits 3 ML n/a MV 6

Irregular only. Cause horror, -1.

Zombie Med. Infantry 12 stands (60%)

AD 8 AR 3 Hi ts 2 ML n/a MV 6

Irregular only. Cause horror, -1.

22

Page 24: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 24/162

Other Creatures

The other combative beasts and creatures of

thas can, at times, take sides in the struggles to

ominate their world. Depending on the situation,

hese may also become part of 8

A T T L E S Y S T E M g a m e . U n l e s s o t h e r w i s e

ated, these are individual creatures.

nkheg 

D 12 AR 6 Hits 3 ML 10 MV 12 , Br 6Underground movement.

ehir

D 1 2 A R 7 H i t s 5 M L 1 4 M V 1 5

Lightning bolt, AD 12 every other turn.

elgoi 4 stands per unit

D 1 0 A R 8 H i t s 3 M L 1 1 M V 1 2

P sionic.

raxat

D 1 2 A R 5 H i t s 4 M L 1 5 M V 1 5

Level 6 psionicist.

Breath weapon AD 12, 1 range.

Dune Freak (Anakore)

A D 8 A R 9 Hi t s 2 ML 1 1 MV 9 , B r . 5

Underground movement.

Ga j

A D 1 0 A R 6 H i t s 4 M L 1 4 M V 1 2

Level 8 psionicist.

Giant, Athasian

A D 1 2 + 8 A R 7 H i t s 5 M L 1 5 M V 1 5

Level 5 psionicist (beast-headed only)

oz halA D 8 A R 6 H i t s 3 M L 1 1 M V 1 8

Level 4 psionicist.

corpion, Giant

A D 1 2 A R 6 H i t s 3 M L 1 0 M V 1 5

Poison sting.

Tembo

A D 1 0 A R 7 H i t s 3 M L 1 8 M V 1 5

Level 5 psionicist. AR 4 vs. nonmagical missile

weapons.

2 3

Page 25: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 25/162

The vehicles on the following pages enhance both

adventures and BATTLESYSTEM games.

Chariot, Heavy

C o ns id er ed t h e e l i te s h o c k e l e m e n t s o f t h e

sorcerer-kings armies, massed heavy chariots have

a well-deserved reputation for destructiveness.

Construction

The basic body of the heavy chariot is leather,

s t if fened and stretched over a f rame of wooden

beams. The two axles, fire-hardened wood greased

with animal lard, support four spoked wheels. A

leather overlay often protects the spokes.

The frames front is further protected with bone

or chitin plates, often with protruding spikes to dis-

courage skirmishers from boarding. The frame

holds a large chitin roof suspended above the char-

iot. More chitin armor or spikes can be applied over

the wheels or along the chariots sides or rear.Most heavy chariots also have a leather sail, de-

ployed when the wind is at its back. Charioteers in-

sist that the sail lightens the load on the drawing

animals, but the sail lends no speed to the vehicle.

When not in use, the sail is drawn down onto the

chitin roof.

A single wooden pole, attached in a pivot-mount,

 juts from the front of the frame. The animal har-

nesses attach to this pole, which is usually fashioned

into a wooden or bone point.

Four kanks or four crodlu pull the heavy chariot.

The animals are most often harnessed in two pairs,

but can be arranged four-abreast with an additional

mounting bar.

A heavy chariot costs 600 cp (without animals).

Crew

The heavy chariot requires a single driver who

manages the animals from the front position in the

chariots frame. The vehicle can also carry up to

three man-sized combatants, who need spend no

time operating the chariot. The chariot is large

enough to allow them a generous supply of missile

weapons.

Tac t i c s

The driver of the chariot can attack with single-

handed melee weapons, but suffers a -4 penalty to

his attack rolls. The combatants suffer a -1 penal-

ty to missile attack rolls while the chariot is moving.

T h e c o m b a t a n t s a r e r e s t r i c t e d w h e n f i r i n g

forwardtheir field of fire begins at 15 degrees to

either side of straight forward.

The heavy frame of the chariot gives the driver

and combatants 75% hard cover, making all missile

attacks against them suffer a -7 penalty on attack

rolls. When in melee with those outside the chariot,

the driver and combatants are considered on higher

ground (-1 bonus to initiative rolls).

Sudden turns may cause the chariot to flip or

break an axle. Whenever the heavy chariot is mov-

ing faster than half speed and attempts to turn more

than 45 degrees, the driver must make an animal

handling proficiency check to avoid irreversibly

damaging the vehicle. Those inside must also make

Dexterity checks to avoid 2d6 points of damage

when the vehicle careens and tips.

If one animal is slain, the chariot is reduced to 1/3

speed. If two or more animals are slain, the heavy

chariot cannot move.

BATTLESYSTEM Game Tactics

The heavy chariot is sturdy enough to charge di-

rectly into ranks of troops. However, since animal ca-

sualties after such a charge are high, heavy chariots

usually chase down routed units instead.

Often, heavy chariots function as harrassment

troops against massed infantry formations. The

chariots move within missile range and pick away at

the slower forces. Heavy chariots work best when

there is little opposing cavalry.

24

Page 26: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 26/162

Heavy Chariots with Javelinmen

AD 2 d 1 2 * 6 AR 4 Hi t s 8 ML 1 5 MV 1 5

Range 2 /4 16 .Heavy Chariots with Archers

AD 2 d 1 2 * 6 AR 4 Hi t s 8 ML 1 5 MV 1 5

Range 5 / 10 / 15.

Chariot, Light

Far faster and more maneuverable than its heavi-

er counterpart, the light chariot is a weapon of light-

ning quick assaults and reconnaissance. The sight

of light chariots on the horizon has been the harbin-

ger of impending combat for centuries.

Large formations of heavy chariots often keep ex-

tra animals and riders nearby. Their sole purpose is

to replace fallen animals before the slowed chariotsare overrun.

In BATTLESYSTEM game play, every hit be-

yond 2 on a heavy chariot slays one of the three com-

batants (one at 3 hits, another at 4, and the last at

5). When conducting missile fire, each heavy char-

iot model counts all living combatants as firing.

Heavy Chariots

AD 2 d 1 2 AR 4 Hi t s 8 ML 1 5 MV 1 5

Heavy Scythed Chariots

A D 2 d 1 2 + 8 A R 5 H i t s 8 M L 1 5 M V 1 5

25

Page 27: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 27/162

Construction

The body of the light chariot is a single concave

piece of stiffened leather or chitin. One wooden axle

supports two spoked wheels; as on other chariots,

spokes are protected within leather sheaths.

The light chariot body is open and offers no pro-

tection from the very rear. The sides and front of the

chariots frame are built up with further leather,

bone, or chitin plates, extending three to four feet

from the base. Spikes are also applied as proofagainst elf skirmishers, who have been known to run

after and board chariots on a wager.

The chariots two animals (either kanks or crodlu)

are harnessed to a long pole extending from the

front of the vehicles body. The mounting is pivotal,

allowing great maneuverability at relatively high

speeds. The pole tapers to a wicked point.

A light chariot costs 250 cp (without animals).

Crew

The light chariot requires a single driver who

manages the animals from the front position in the

chariots frame; the driver must stand while operat-ing the chariot. The vehicle can also carry a single

man-sized combatant; he can concentrate on melee

and missile fire while the driver maneuvers the char-

2 6

Page 28: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 28/162

iot. The chariot is large enough to allow the combat-

ant a generous supply of missile weapons.

Tactics

The driver of the chariot can attack with single-

handed melee weapons, but suffers a -4 penalty to

his attack rolls. The combatant suffers a -2 penal-

ty to missile attack rolls while the chariot is moving.

The combatant can fire missile weapons in all direc-

tions out of the light chariot.The chi t in and lea ther protec t ion of the l ight

chariot gives the driver and combatant 50% hard

cover; all missile attacks against them suffer a -4

penalty on attack rolls. In melee with those outside

the chariot, the driver and combatants are consid-

e re d o n h i g he r g ro u nd ( - 1 bo nu s to i n i t i a t i ve

rolls).

Sudden sharp turns may cause the light chariot to

flip or break an axle. Whenever the chariot is mov-

ing at full speed and attempts to turn greater than

45 degrees, the driver must make an animal han-

dling proficiency check to avoid flipping. Those in-

side are thrown from the vehicle; they must make

dexterity checks to avoid 3d6 points of damage from

the fall.

If one animal is slain, the chariot is reduced to 1/3

speed. If both are slain, the light chariot cannot

move.

BATTLESYSTEM Game Tactics

The light chariot is rarely used in organized for-mations. Deployed as skirmishers, light chariots are

most often used for screening, harrassment, scout-

ing, and pursuit.

In its screening role, the light chariot rides be-

tween two advancing armies as the main forces de-

ploy out of march columns and into battle positions.

Skirmishes between opposing light chariots or caval-

ry are common before larger battles, though casual-

ties are usually few.

Like heavy chariots, light chariots can serve as

harrassment forces against infantry formations. But

this duty doesnt take advantage of the light char-

iots far superior speed, and other skirmishers can

easily take over in this role.

As a scout vehicle, a chariot offers long range and

redundancy of eyes, ears, and memory to the own-

ing sorcerer-king or general.

In BATTLESYSTEM game play, the combatant

is eliminated when the figure takes its third hit.

When conducting missile fire, only light chariot

models that have a living combatant count as firing.

Light Chariots

AD 1 2 AR 6 Hi t s 6 ML 1 4 MV 1 8

Light Scythed Chariots

A D 1 2 + 8 A R 7 H i t s 6 M L 1 5 M V 1 8

Light Chariots with Javelinmen

A D 1 2 * 6 A R 6 H i t s 6 M L 1 4 M V 1 8

Range 2 /4 /6.

Light Chariots with Archers

AD 1 2 * 6 AR 6 Hi t s 6 ML 1 4 MV 1 5Range 5/10/15.

Cliff Glider

The thermals that rise off the desert floor soar at

times in stiff breezes up the face of the Ringing

Mountains. Though these winds are unpredictable

and treacherous, intrepid mountaineers ride the

thermals, having mastered the flight of primitive

gliders for reconaissance and raiding.

Construction

Watching the many varieties of flying lizard-

beasts soar between the crags of their mountainous

homes, the people of the Ringing Mountains natu-

rally grew fascinated with flight. Without under-

standing any fundamental principles of flight, the

original cliff gliders borrowed quite literally from the

natura l f lyers around them, construct ing thei r

equipment from the intact remains of dead flying

creatures. This foundation remains unchanged to

2 7

Page 29: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 29/162

this day. fused and reinforced with stiff wooden dowels. The

The f irst step in glider construction is the pro- creatures head and midsection are removed, but

curement of a suitable carcass. Since none of the the ribs remain intact to house the pilot. Finally, le-

appropriate creatures are easily bred in captivity, vers are mounted to the wings for a modicum of pi-

hunters seek raw materials in the mountains, a dan- lot control during flight.

gerous task in itself. To ensure that the flyer isnt

excessively damaged, hunters use blowguns with

poisoned darts. Many different species can be used

for glider construction, so their overall shape and

appearance varies considerably. Every cliff glider

has a personal preference.

Finished cliff gliders are never for sale. Each is

custom built by specialized craftsmen for a specific

pilot. Artisans skilled in glider construction are

rare.

The carcass is gutted and cured; wing flaps are

Crew

stiffened with special oils and baked in the hot sun.

The bones on the leading edges of the wings are

A cliff glider holds a single pilot. In flight, the

pilots movements are severely restricted. Usually

2 8

Page 30: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 30/162

he glider can also carry a small supply of missile

weapons that the pilot can use.

Tact ics

Cliff gliders are most often used in surprise at-

tacks in concert with ground forces. Silent and swift,

they are often used in night raids by pilots who have

infravision. Once a glider lands, its pilot leaves to

fight on foot and reclaim the glider later, if possible.

Gliders are more easily replaced than pilots, so they

are sometimes abandoned after use.

Once launched, a cliff glider drops 20 feet per

round while traveling up to 120 yards forward. The

glider must move at least 60 yards per round. It has

landed when its altitude reaches zero. For instance,

a cliff glider launched from a height of 100 feet

lands at the end of the fifth round of flight. The

glider cannot turn more than 30 degrees per 60

yards of movement.

While in flight, the pilot can launch missile weap-ons. All attacks made while flying suffer a -3 pen-

alty to hit. The pilot is considered to have 50% hard

cover (-4 penalty to hit).

The glider itself can be targeted from the ground.

It is AC 5. If the glider receives 20 points or more

damage, it can no longer fly and immediately plum-

mets to the ground. The glider is destroyed, and the

pilot suffers falling damage (1d6 for every 10 feet

fallen, to a maximum of 20d6).

BATTLESYSTEM Game Tactics

Cl i f f g l i d e r m o ve m e nt i n B AT T L E SY ST E M

games is identical to that described above. Every ele-

vation is 10 feet, so the glider must be launched

from at least two elevations above the table.

Once landed, cliff glider units convert to glider

infantry with the same number of figures.

Off-board entry: Cliff gl iders are sometimes

launched from mountain peaks, many elevations

above the battlefield, long before an encounter. To

simulate this in a scenario, the cliff glider unit(s)

may enter a board edge on a specific turn, already

gliding at a specific altitude (5-20 inches). Only the

owning player knows when the cliff gliders will ar-

rive, and he places the figures at that time.

Cliff Gliders 8 stands

AD 8 AR 6 Hi ts 2 ML 13 MV 18 Gl ide

Cliff Gliders with Javelins 8 stands

AD 8*4 AR 6 Hits 2 ML 13 MV 18 Glide

Range: 2/4/6Cliff Gliders with Bows 8 stands

AD 8*4 AR 6 Hits 2 ML 13 MV 18 Glide

Range: 6/12/18

Glider Infantry 8 stands

A D 6 A R 3 H i t s 1 M L 1 2 M V 1 2

Missile weapons optional.

Mekillot Ram

Mammoth war machines occasionally serve in

combat against city walls or other strongholds.

Construction

The enormous frame of the mekillot ram is built

around its power source a living mekillot. The 50-

60' structure is made of wood and hardened leather,

harnessed directly to the animal and supported on

eight separate axles. The 16 wheels are wide, to sup-

port the vehicles great weight. The mekillot cannot

be removed from the ram and must be fed and wa-

tered within its shell.

The structure itself has an open, upper deck, a

central weapons deck, rear tower, and forward ram.

The ram section is reinforced with bone or chitin

plates and various spikes. The 10' ram is most often

of bone, carved to a point. The ram thrusts through

wooden doors or walls when the vehicle is charged

directly forward.

The upper deck holds a heavy catapult and up to

24 soldiers. The central weapons deck can hold as

many as 40 more soldiers, but these can only fire

toward either side and the rear of the vehicle. The

2 9

Page 31: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 31/162

20 rear tower carries just one man-sized lookout.

With a single mekillot for power, the ram is very

slow. When maneuvering in combat, the mekillot

ram is usually fitted with a slave harness and 40

slaves to help pull the vehicle, which doubles its

speed. Without slave assistance, the ram cannot

move up even moderate slopes.

Crew

The ram requires a commander, two drivers whotend the mekillot from inside the vehicle, a single

lookout, and the six-person crew of the heavy cata-

pult. The drivers makes psionic or magical contact

with the lookout to steer the vehicle. It can support

up to 64 additional crew, soldiers usually armed

with missile weapons. Also, 40 slaves work the me-

killots harness.

Tactics

The mekillot ram is too slow to charge across the

open field of battle. However, if supported on either

side with other troops, formations of rams can form

pivotal strongpoints in an armys line.Soldiers in the vehicle gain 75% hard cover (-7

penalty to hit). The vehicle is so large it must be

boarded from underneath, with ladders from the

30

Page 32: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 32/162

outside, or from the air before melee can begin.

When striking a structure, the ram inflicts 5d10

points of structural damage. Anything mobile can

easily dodge the ram.

The ram can take 220 points of damage before it

can no longer move. The mekillot within can take 60

points of damage before dying; this also stops the

vehicle. The mekillot ram makes structural saving

throws as hard wood.

BATTLESYSTEM Game Tactics

Each mekillot ram model should be on a base 40

mm wide and 80 mm deep. It represents one mekil-

lot ram. Riding inside each ram figure is a complete

unit of archers or javelineers. When inside the vehi-

cle, the figures for these are kept off the board.

However, the soldiers can disembark from the ram

in a single turn, provided the ram makes no other

movement, and then operate as an independent

unit. Whether in the vehicle or on their own, thesoldiers get their own missile or melee attacks in the

appropriate phase.

As the ram takes hits, the soldiers inside take hits.

For every 4 hits on the ram, the soldier unit takes 1

hit. When the ram takes 14 hits, the heavy catapult

can no longer fire.

When slaves pull the ram, they are represented

by a unit of four slave figures. It takes one complete

turn for the s laves to be harnessed to the ram.

Thereafter the ram moves 6 per turn.

Flying units can land on the mekillot ram. At-

tacking units must immediately engage soldiers on

the ram. If there are no soldiers, the crew of the cat-

apult is automatically defeated.

Mekillot Ram 2 stands

AD 2d12 AR 6 Hi ts 24 ML 15 MV 3

Catapult Range 18 /36, Rate 3.

Ram Archers 6 stands

AD 6 * 6 AR 8 Hi t s 1 ML 1 2 MV 1 2

Range 5 / 10 / 15

Ram Javelineers 6 stands

A D 6 * 6 A R 8 Hits 1 M L 12 M V 12

Range 5 / 10 / 15

Mekillot Ram Slaves 4 stands

AD 4 AR 9 Hi t s 1 ML 7 MV 1 2

Ram moves 6 with slaves.

Undead War Beetle

For centuries the twisted sorcerer-kings have de-

lighted in bizarre weapons of destruction.

Construction

T he undead war beetle must be found and slain,

prepared for battle, and then raised as a lifeless, an-

imated creature.

The large and durable carcasses of giant rezhatta

beetles from the Great Ivory Plain are best suited to

the process. Hunting parties sent to procure rezhat-

ta often suffer heavy casualtiesthe beast must be

poisoned to preserve the specimen, but its thick car-apace deflects most missile weapons. T he common

practice is to surround a rezhatta, engaging it from

the front while the poisoner scrambles below to

pierce the underbelly, a tactic fraught with danger.

The corpse is loaded onto a large wagon and pulled

to the site of preparation.

First, workers pry the carapace off the beetle and

hollow out its insides. They discard its internal or-

gans but leave its limbs and jaws intact, so these can

function normally after reanimation. The workers

cut and reform the carapaces top to provide a cov-

ered upper deck and nine individual weapons

ports. Inside the carapace there is sufficient room

for missile ammunition, but little else.

Once ready, the entire beast is assembled and an-

imated. Since the rezhatta is originally a 3 HD crea-

ture, raising it as a zombie requires an animate dead

spell cast by a 10th-level priest or wizard. The caster

must then stay with the beetle to command it.

Despite extensive drying, the undead beetle rots

and falls apart after 2d10 + 20 days.

3 1

Page 33: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 33/162

Page 34: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 34/162

unit of archers or javelineers. When inside the vehi-

le, the figures for these are kept off the board.

However, the soldiers can disembark from the beetle

n a single turn, provided the beetle makes no other

movement, and they operate as an independent

unit. Whether in the vehicle or not, the soldiers get

missile or melee attacks in the appropriate phase.

The spellcaster who animated the beetle can still

ast other spells while controlling it, but if he leaves

he war beetle, it can no longer move or attackitwill not engage units that attack it.

Undead War Beetle

AD 1 2 +8 AR 7 Hi t s 8 ML n/a MV 9

Cause horror, -3 .

Undead War Beetle Archers 2 stands per beetle

AD 6 * 6 AR 7 Hi t s 1 ML 1 2 MV 1 2

Range 5 / 10 / 15

Necromancer 1 per beetle

AD 4 AR 8 Hits 3 ML 13 MV 12

Level 10 priest

4 1st, 4 2nd, 3 3rd, 3 4th, 2 5th

or Level 10 wizard

4 1st, 4 2nd, 3 3rd, 2 4th, 2 5th

Silt Skimmer

Those who have mastered the lanes of shallow silt

3 3

Page 35: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 35/162

beyond the shore of the Great Sea can earn vast

income. An intrepid captain who can maneuver a

skimmer across the estuaries cuts many weeks from

caravan travel times and collects hefty profits for the

goods and passengers delivered. Of course, travel

across the Sea of Silt is not without its perils.

C o n s t r u c t i o n

Regardless of specific design, a silt skimmer is

built around its massive wheels. Each is more than25 feet in diameter, very wide at its center, tapering

to a hardened, fine point at its edge to slice through

the talcumlike silt. Some wheels are built with an

endless staircase in their hollow interiors; slaves or

undead walk forever up the staircase, turning the

wheel beneath their feet.

The main motive power is the single large sail,

mounted to a large mast and secured aft. The sea

winds can be relentless, and many a skimmers mate

agrees that if it werent for the silt holdin us

down, wed sail into the air for sure! Experienced

crews can tack against the wind to progress.

A skimmer can manage fair speeds in less than

five feet of silt, and can still move through depths of

10 or even 12 feet.

A fully laden skimmer can usually manage be-

tween six and eight miles per day. If completely light-

ened of cargo and unnecessary weight, the skimmer

can add another four miles. Magic , such as en-

hanced winds or levitation, can lighten the vehicle

and increase its speed.The frame of the skimmer is made of the lightest

materials possiblelight woods and thin leather

and clothgiving it the reputation for fragility.

Heavy chitin or bone armor is out of the question,

for the added weight would halt the skimmer. De-

signs vary, but a typical skimmer can be 50 feet long

and half as wide with an outer deck and enclosed

bridge.

The bridge is packed with cargo on a voyage.

Flimsy as it is, a skimmer can manage better than

two tons of cargo for a trek across the sea. On all

but the calmest days, the open deck is no place for

living things, so the enclosed bridge has sealable

windows, canvas or leather flaps that keep out the

seemingly perpetual gales of choking silt. The great

helmsmans wheel is here, connected by ropes to the

forward axle. The vehicle can only make the most

gradual turns in the silt; its tightest turn circle is

more than a mile across.

A skimmer costs 150 to 250 gold pieces.

C r e w

To keep the weight down, the skimmer travels with

a captain and (usually) no more than six crewmen,

who work the rigging and keep lookout. Additional

crew work ships that have staircase wheels.

Spellcasters and psionicists: The many dangers of

silt travel force skimmer captains to rely heavily on

spellcasters and psionicists. They can probe the ar-

ea, keep the skimmer on course, and note enemies

at great distance. The speed of magic and psionics

against silt-borne foes gives the captain precious sec-

onds that separate an intact skimmer from a pile of

broken sticks and cloth. It is widely known that the

crew of any successful skimmer includes powerful

spellcasters and psionicists. Otherwise, the ship

wouldnt be so successful.

C o m b a t

Though they never stray far from the sight of

land, skimmers must regularly deal with a number

of air- and silt-borne opponents. Crew can use mis-

sile weapons or cast spells from the deck, but not the

bridge. They have, at best , 50% hard cover ( -4

penalty to hit).

3 4

Page 36: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 36/162

Page 37: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 37/162

36

Page 38: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 38/162

Page 39: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 39/162

Page 40: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 40/162

eter at the far end, inflicting 10d12 damage, with a

T H A C 0 o f 3 .

28th-level dragon: The dragons weight increases

to 10,000 pounds (5 tons), and its length reaches to

25 feet, mostly due to its full-grown tail. The tail can

attack (5d10 damage). Also, the dragons claws

now inflict 2d10 + 10 damage each. Hide and scales

lend it AC -6 and immunity to weapons of less

than +2 magical enchantment. Also, the dragon

has a natural magic resistance of 20% at this level.

THAC0 drops to 1 .

27th-level dragon: The dragon is 30 feet long and

20,000 pounds (10 tons). Wings sprout at this level,

but only give 18 (C) flying speed. Armor improves

t o A C - 8 a n d m a g i c r e s i s t a n c e t o 4 0 % . T h e

breath weapon inflicts 20d12 damage. At the end of

this experience level, the dragons animalistic period

draws to a close, and cold cunning and reason once

again take control . At 27th level , the dragons

T H A C 0 b e c o m e s - 1 .

30th-level dragon: This final stage of the meta-

morphosis leaves the humanoid form completely be-

hind in favor of a pure dragon, 40 feet long and

50,000 pounds (25 tons). Its wings are fully devel-

oped, allowing 45 (A) flying movement. Scales give

A C - 1 0 a n d m a g i c r e s i s t a n c e o f 8 0 % .

tacks improve to 2610 + 15 damage each; breath

w e a p o n r e a c h e s i t s m a x i m u m 2 5 d 1 2 d a m a g e .

T H A C 0 i s - 3 .

Regardless of level, a dragon makes saving throws

as a 21+ - level wizard.

Dragons and Psionics

As it advances, a dragon character retains all psi-

onic powers it had previously and gains more. With

every level advancement, the dragon gains one addi-

tional science and one additional discipline. It also

gains psionic strength points for every level advance-ment , just as described in the Complete Psionics

Handbook. Effectively, a 21st-level dragon is also a

21st-level psionicist, etc.

dragons THAC0 improves to 10.

23rd-level dragon: The dragon grows to around

650 pounds and gains another foot in height. All

limbs lengthen drastically, including fingers and

toes. The dragons neck also lengthens, lifting its

now reptilian head and face far above its shoulders;

all hair vanishes by this level. THAC0 becomes 9.

24th-level dragon: The dragons humanoid ori-

gins can hardly be recognized. Its weight increases

to nearly 900 pounds and it can be as much as 12

feet long. Tough scales, now everywhere but the un-

derbelly and the underside of its limbs, grant a nat-

ural Armor Class of 4. The legs become strikingly

inhuman, developing huge thighs and a hard-

angled, bony calf and taloned foot. At this level the

dragon may also hunch severely at shoulder and

waist, and can move either upright or on all four

limbs at a rate of 15. Its wicked claws give two at-

tacks per round (2d10 damage). THAC0 drops to

an 8.

25th-level dragon: Now fully 12 feet long from

snout to growing tail, the dragon weighs around

1,600 pounds. Its scales give AC 0 and now have a

magical enchantment that allows only weapons of

+1 or better magic to hit. The dragons jaws pro-

trude remarkably, allowing a bite attack that inflicts

4d12 damage. The dragon enters a period of un-

controlled savagery known as its animalistic peri-

od (described below). THAC0 falls to 7.

26th-level dragon: By this time, the 2,000-pound

form is completely hunched but can still stand erect

at its full 16-foot height at times. Its scales have im-

proved to AC -2 . The hind legs have strength-

ened, allowing a jump of 5 per round. Also, its great

claws now inflict 2d10 + 5 points of damage, with a

T H A C 0 o f 5 .

27th-level dragon: With this new level, the dragon

nearly doubles its weight to 4,000 pounds (2 tons)and a length of 20 feet. Its armor improves to AC

-4. With the progressing metamorphosis, it can

now use its breath weapon, a cone of superheated

sand 5 wide at its base, 50 long, and 100 in diam-

39

Page 41: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 41/162An example of dragon metamorphos is40

Page 42: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 42/162

Dragons and Magic

Dragons must have a unique focus for their pow-

erful, destructive magic: obsidian orbs. An obsidian

orb is not inherently magical, but it allows the drag-

on to cast psionic enchantments.

Orb creation: The obsidian orb must be crafted

perfectly, without flaws. Locating a specimen of raw

obsidian that can be so worked is often difficult.

Once located, a craftsman must take special care in

preparation to make a perfect sphere of shining ob-

sidian. Typically, even with slave labor, a sorcerer-

king must expend 1,000 gp or more to create a

perfect specimen. The finished orb is 1d20 inches in

diameter.

Next, the dragon itself must activate the orb. The

orb is not enchanted, but is psionically linked to the

dragon in a single ritual. The dragon must swallow

the orb and let it pass through its body, taking one

to three days. When it emerges, the orb is activated

for that dragon only. With it the dragon can cast

psionic enchantments.

Note: When cast ing the f irst dragon metamor-

 phosis spell, the ambitious defiler need not have an

obsidian orb. However, creating one may very well

be its first act on becoming a 21st-level dragon.

A dragon can create any number of obsidian

orbs. Rarely is a dragon without an orb. However,

before reaching a new level, the dragon must swal-

low all existing activated orbs as part of the material

component for the dragon metamorphosis spell. Ef-

fectively, an orb only works for the single experience

level at which it was created.

Other advanced beings need not have orbs to cast

their magic. Lack of an orb does not interfere with

the dragons psionic abilities or its ability to cast

spells of 9th level or below.

The Animalistic StagesFrom 25th through 29th levels, the ascending

dragon goes through a terrible rampaging period.

Reason is often superseded by a lust for destruction.

Vegetation and animals that do not directly serve

the dragons purpose are targets for its unending

wrath, laid waste in its quest for power and advance-

ment. The savage destruction comes of the incredi-

ble pain that wracks its body during these final

stages of metamorphosis. No longer human but not

yet dragon, its need to end the process nearly drives

it mad.

For role-playing purposes, advancing dragonsshould take an illogical bent toward destruction.

DMs should take over player character dragons

who reach 25th level for the length of the animalistic

period. Once it successfully reaches 30th level and

reason returns, the character can be returned to the

player. In the meantime, the player should use some

other character from the character tree.

Magic vs. Dragons

Some magical items in the DMG can affect char-

acter dragons.

Potion of dragon control: On Athas, dragons are

not divided into the colored and metal varieties, so

ignore the table presented for this potion. If such a

potion fruit is found in a DARK SUN campaign,

it works against any dragon. Character dragons re-

ceive a saving throw against the spell with a -2 pen-

alty, and the potions control lasts for 5d4 rounds,

 just as in the DMG.

Scroll of protectiondragon breath: The scroll

funct ions against character dragons just as de-

scribed in the DMG.

Sword +2, dragon slayer: In DARK SUN cam-

paigns, this sword functions against any dragon, re-

gardless of its level.

Spells: In Tome of Magic, two spells specifically

affect dragons. Dragonbane functions just as de-

scribed in that volume.  Age dragon has no effect on

DARK SUN world dragons, since they are effec-

tively immortal.

41

Page 43: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 43/162

Roleplaying a DragonT h e e x e c u t i o n o f e a c h dragon me tamorphos i s

spellpicking its location, gathering the compli-

cated material components, and its castingshould

be role-played as major events. The DM shouldnt

simply allow the player to cast the spell in an after-

noon. Each casting is an event of epic proportions

with ramifications across Athas.

Overall length and weight are given for each level,

but the dragons coloration, scale distribution, fa-

cial changes, posture, etc., are left to the players

imagination. The art in the DARK SUN boxed

set and this volume shows dragons in the middle

levels use these for inspiration. At early stages of

metamorphosis, the dragon may still pass as hu-

man.

The Dragon of TyrThe dragon listed in the DARK SUN boxed set

is a completely metamorphosed dragon of 30th

level. The great dragon is a ferocious creature with

tremendous psionic powers.

Because no contenders have challenged the au-

thority of the great dragon in many centuries, com-

mon tradit ion has held that there is only one

dragon. In fact, there will be other wizards (both

dragons and preservers) advancing beyond 20th

level who will contest the great dragons control ofthe Tyr region (perhaps the player characters them-

selves). Also, because the Tyr Region is only a small

part of a much larger world, there are probably oth-

er dragons extant in distant realms. Whether the

great dragon knows of other dragons or is oblivious

to them, no one can say.

AvangionsIn the entire known history of the Tyr Region

there has never been a preserver who has advanced

far enough in experience to mimic the metamorpho-

sis of rival defilers.

But it is possible.

The transformation requires a similar process, a

series of steps that lead from human to avangion,

but whereas the defiler/dragon metamorphosis is

characterized by massive destruct ion and great

pain, the preserver/avangion blend is a more se-

rene, peaceful process of light, water, and the life-

giving properties of a dying world.

Prerequisites: Only humans can proceed throughlevels from 21st to 30th as an avangion. Also, the

ability score requirements are stringent: A preserver

passing 20th level must have an Intelligence score of

18, Wisdom 17, Const i tut ion 15, and Charisma

16.

Avangion Experience LevelsLevel

21

2 2

23

2 4

25

2 6

2 7

2 8

2 9

30

Avangion

0

375 ,000

750 ,000

1 ,125 ,000

1 ,500 ,000

1 ,875 ,000

2 ,500 ,000

3 ,600 ,000

4 ,800 ,000

6 ,400 ,000

Hit Dice

+ 10d4

+ 5d4

+ 4d4

+ 3d4

+ 3d4

+ 4d4

+ 5d4

+ 6d4

+ 8d4

+ 10d4

As with dragons, avangion level advancement is a

two-part process. The avangion must first earn the

experience points listed for its next level, then suc-

cessful ly cast the avangion metamorphosis spel l .

(This spell is the first psionic enchantment cast by

the character, who can cast it to advance from 20th

to 21st level, even though technically the spell is un-

available before 21st level.) Points rolled on Hit

Dice are rolled add directly to the avangions hit

point total; Constitution modifiers are added perdie rolled.

42

Page 44: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 44/162

Avangion Metamorphosis  Spell

T h e a v a n g i o n m e t a m o r p h o s i s s p e l l d e s c r i b e s t h e

procedures for accurate cas t ing . Deviat ions or out -

side influences that cause the spell to fail do not re-

sul t in the cas ter s death . Ins tead , the preserver or

a v a n g i o n s e x p e r i e n c e p o i n t s a r e r e d u c e d t o t h e

minimum of i t s las t l eve l ; i t cannot a t tempt to ad-

vance until it has re-earned those experience points.

Unl ike the equivalent dragon spe l l , the av ang i on

metamorp h os i s spe l l somet imes ca l l s for a per iod of

i so la t ion for the cas ter . I f the spe l l i s success ful , i t

returns to its companions in the next step of the con-

v e r s i o n , e a c h t i m e c l o s e r t o i t s m a g n i f i c e n t f i n a l

f o r m .

Like dragons , avangions are e f fec t ive ly immorta l .

Avangions a l so have four spe l l - l ike ab i l i t i es perma-

n e n t l y a c t i v e : t o n g u e s , k n o w a l i g n m e n t , E S P , a n d

d e t e c t l i e s .

21st-level avangion: This first stage of the change

from human to avangion i s very subt le . I t s phys ica l

appearance changes on ly s l ight lymore noble fea-

tures to i t s face and a s i lver or golden sheen to i t s

eyes. Armor Class is reduced to AC 9, and the

p r o c e s s g r a n t s a m a g i c r e s i s t a n c e o f 1 0 % . T h e

a v a n g i o n s T H A C 0 f a l l s t o 1 0 .

22nd- level avangion: At th is l eve l , the sk in takes

on the meta l l i c g low of i t s eyes and the hai r turns

br ight whi te , but the character i s s t i l l qui te human

i n a p p e a r a n c e . A C i m p r o v e s t o 8 . M a g i c a l p r o t e c -

t ions g ive magic res i s tance of 15% and immuni ty to

w e a p o n s t h a t a r e n t o f + 1 e n c h a n t m e n t o r b e t t e r .

T H A C 0 r e m a i n s 1 0 .

2 3 r d - l e v e l a v a n g i o n : A n y c o n c e a l m e n t o f t h e

character s t rue form i s los t wi th th is l eve l and the

s p r o u t i n g o f e n o r m o u s g o s s a m e r w i n g s f r o m t h e

b a c k a n d s h o u l d e r s . T h e w i n g s t h e m s e l v e s , f i l m y

and near ly t ransparent , span 20 fee t . The eyes be -

come bright silver at this stage, and the skin glitters

in the sunlight. Its newfound wings let the avangion

f l y w i t h M V 2 4 . A C improves to 7 and magic resist-

a n c e t o 2 0 % . T H A C 0 i m p r o v e s t o 9 .

24th-level avangion: Now well on its way to true

avangion form, the character s or ig inal human ap-

p e a r a n c e i s i n c r e a s i n g l y v a g u e . A l l h a i r v a n i s h e s

f rom the body, and webs of f i lmy wingl ike mater ia l

form between its arms and torso and its f ingers and

toes . I t s ex i s t ing wings form mul t ip le fo lds but can

be extended to a 25-foot span. The avangions natu-

r a l A r m o r C l a s s i m p r o v e s t o A C 6 , a n d i t s m a g i c

res i s tance becomes 25%. Also , i t can only be h i t byw e a p o n s o f + 2 o r b e t t e r e n c h a n t m e n t . T h e a v a n -

g i o n s T H A C 0 r e m a i n s 9 .

2 5 t h - l e v e l a v a n g i o n : W i t h t h i s l e v e l , t h e a v a n -

g ion s human form decreases dras t i ca l ly , becoming

los t in the wispy fo lds of i t s wings , which can now

e x t e n d t o a 3 0 - f o o t s p a n . T h e c h a r a c t e r s j a w r e -

t racts and i ts eyes grow on i t s oval head . I t s arms

and legs grow far thinner and can no longer support

i t s w e i g h t t h e c h a r a c t e r c a n n o l o n g e r w a l k , b u t

ins tead f loats and f l i es a t a l l t imes . The charactercan no longer wield hand-held weapons or make any

physical attacks of its own. However, the avangions

magica l nature cont inues to improve . Armor Class

b e c o m e s 4 , a n d m a g i c a l r e s i s t a n c e r i s e s t o 3 0 % .

T H A C 0 b e c o m e s 8 .

26th- level avangion: The avangion becomes a far

m o r e m o b i l e y e t g r a c e f u l c r e a t u r e . I t s i n c r e d i b l e ,

shining wings now span up to 40 feet, with its central

b o d y n e a r l y l o s t i n t h e i r f o l d s t h e a v a n g i o n c a n

now f ly wi th a MV of 36 . AC improves to 2 , magic

res i s tance becomes 40%, and only magica l weapons

o f + 3 o r b e t t e r e n c h a n t m e n t c a u s e i t d a m a g e .

T H A C 0 r e m a i n s 8 .

27th- level avangion: The character s or ig inal hu-

man form is nearly lost. The creature has only a tor-

so and head , near ly los t in the endless fo lds of i t s

gossamer wings that now span 50 feet when fully ex-

tended. The avangion s increas ingly magica l nature

gives i t AC 0 , 50% magic res i s tance , and immuni ty

t o w e a p o n s o f l e s s t h a n + 4 m a g i c a l e n c h a n t m e n t .

T H A C 0 b e c o m e s 7 . A l s o , e n l i g h t e n m e n t a s s o c i -

ated with its incredible power gives a + 1 bo nu s t o

i ts Wisdom score .

43

Page 45: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 45/162

28th-level avangion: The avangion first takes on

its aura at this level, a radiance of brilliant light that

extends 90 feet from it in all directions. The aura

acts as a permanent  pr ot ec ti on from ev il spell and

dispels all magical darkness within it. The avan-

gions wingspan increases to 65 feet, and its move-

ment rate improves to MV 48. Only weapons of the

finest enchantment, +5, can strike the avangions

physical form. AC improves to -2 and magic re-sistance climbs to 60%. THAC0 remains 7. At this

level, the avangion receives another +1 bonus to

Wisdom.

29th-level avangion: The aura grows to a 150 ra-

dius. In addition to previous effects, the aura acts as

a ray of enfeeblement on all evil creatures within it.

Armor Class improves to - 4 a n d magic resistance

to 70%. Physically, the avangion grows still more

its wings, now with an 80-foot span, nearly envelop

its torso and head. From a distance it appears as acloud of interwoven wings. The Wisdom score in-

creases by 1 at this level.

30th-level avangion: Now in its final form, the

avangions cloud of overlapping wings can extend to

90 feet. The incredible aura extends to a 200 radius

and, in addition to existing effects, acts as a perma-

nent  gl ob e of in vu ln er ab ility . Mobility increases to

MV 60, Armor Class to -6, and magic resistance

to 80%. At its final stage of transformation, the

avangion gains an additional 2 points of Wisdom.

Regardless of level, an avangion saves as a 21 + -

level wizard.

Role-playing an Avangion

Avangions go through no animalistic stage and

never lose their mental faculties. On the contrary, as

an avangion progresses through the metamorpho-

sis, its intellect increases, marked by the increases

allowed for its Wisdom score (to a maximum of 25).The avangion is the first of its kind in recorded

history, a focus of change toward good, the most

powerful good character that a player can have.

Naturally, avangions and dragons are arch-enemies

who plot endlessly against each others interests.

Advanced beings are extremely powerful, but

large numbers of lesser creatures can still bring

them down. The downfall of dragons is their inabili-

ty to work in a team. In contrast, avangions will cer-

tainly attract followers in campaign play, though

they must leave these people for intervals during

their metamorphosis.

Psionic Enchantment

For wizards, psionic enchantments are 10th-level

spells. These spells are described in Appendix 1 of

this book.

Defiling psionic enchantment: When dragons

cast psionic enchantments, they defile the land in

the same manner as a 9th-level spell, as given on the

Defiler Magical Destruction Table. However, in ad-

dition to destroying plant life, the enchantment can

also injure or destroy living creatures.

When a 10th-level defiling spell is cast, all living

creatures (except the caster) within 30 yards of the

caster are affected, regardless of terrain. In game

terms, the creatures take 1d6 damage for every level

of the caster above 20. This damage cannot be nat-

urally healed, though magical healing repairs it.

The affected creature has effectively had a por-

tion of its living tissue turned to ash. The ash is dis-

tributed evenly throughout its body; if more than

half the victims hit points are lost to defiler magic,

much of its skin falls away as ash. If the victim is

reduced to zero hit points, its entire body is turned

to ash and he is killed. The DM may decide that no

character killed in this way can be resurrected.

The Wish  Spel l

Psionic enchantments are more difficult to learn

and master than even 9th-level spells. The spells

themselves are very specific in preparation and ef-

fect, and are usually tied to historical or present-day

conditions on Athas.

4 4

Page 46: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 46/162

Yet the 9th-level wish spell, by its very nature, can

ecreate any spell effect, without lengthy prepara-

ion time. Granted, psionic enchantments dont au-

omatically age the caster one year as a wish does,

but sometimes their preparations last more than a

year anyway. Why, then, would anyone undertake a

psionic enchantment?

The DM has several options:

1.  Wishes are supreme. The wish really can du-pl icate any psionic enchantment without major

problem. Spellcasters become much more powerful.

2.  Wishes work less well . The DM may decide

hat a wish cannot duplicate any spell above 9th

evel. Alternately, the wish duplicates the spell, but

t takes the enchantments listed preparation time to

work.

3.  Wishes dont work. The DM may remove the

wish spell from the campaign and subsume its ef-

ects as various new psionic enchantments.4.  Wi shes draw attention. As in option 1, the

wish works, but it is inherently perilous. It achieves

the desired effect, but grand yet subtle dangers

present themselves as watchers elsewhere note the

spellcaster. These include elemental powers, spirits

of the land, the Order (see the Psionicists sec-

tion), and advanced beings who dont like presump-

tuous meddlers in their real i ty . Immediate and

long-term dangers to the caster are many.

The Tome of Magic  inDARK SUN Campaigns

 Wi ld mages: These are perfectly acceptable in

DARK SUN campaigns. The rules for them pre-

sented in the Tome of Magic apply on Athas . A

wild magician must be either a defiler or preserver,

like any mage.

There are no elemental wizards on Athas. The

magic of the elements is reserved for the priest class-

es and for rangers. Wizard spells: Unless otherwise stated here, all

wizard spells presented in the Tome of Magic vol-

4 5

Page 47: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 47/162

u m e c a n b e u s e d i n D A R K S U N c a m p a i g n s .

Those that work differently are listed here.

 Metamorphose l iquids: The spel l works as de-

scribed. The area of effect is 1 cubic foot per level.

One cubic foot is equal to 7.5 gallons.

Summon lycanthrope: This spell cannot be used;

there are no lycanthropes on Athas.

Claws of the umber hulk: No umber hulks live on

Athas, but this spell works as described. It requiresa different material component (DMs choice).

H o m u n c u l u s s h i e l d : T h o u g h t h e r e a r e n o h o -

munculi on Athas, this spell still works.

Some material components for these spells may

not be appropriate to Athas (for instance, those

calling for metal). Exercise judgment in changing

these material components to better suit a DARK

S U N c a m p a i g n .

Sensory Effects of SpellcastingThe stealthy preserver crouches low behind the

stone walls of the ruins, fumbling through his belt

pouch for his material components, peering cau-

tiously around for signs of the approaching gith ma-

rauders. Breathless , he draws out his precious

components and begins his chant and hand mo-

tions. Verbal, somatic, and material components

are all in play, but whats really happening? What

are the sensory effects associated with casting aspell?

On Athas the cast ing of magical spel ls often

draws unwanted attention. The sensory effects of

casting and the ways a wizard might cover, expand,

or mimic them are acutely important. These sensory

effects relate directly to detection; the greater the ef-

fects during casting, the greater the chance the wiz-

ard is found out. Of course, when a wizard wishes to

dramatically announce his spellcasting abilities, the

greater the effects the better.Understand the distinction between casting a

spell and the spell itself. While casting a lightning

bolt, for instance, the wizard combines verbal, so-

matic, and material components to produce aural,

visual, and possibly other effects. Once these cast-

ing effects are completed, the bolt itself has a senso-

ry character all its own.

Sensory effects of casting are peculiar to each wiz-

ard. A wizard has some ability to alter the sensory

effects of the spells themselves. With these tools,

both player and nonplayer character wizards can

tailor their own personal styles, marks of distinctionthat are completely their own. Also, in a world

where wizards are outlaws, secreting their powers

away from the general population, intrigue and de-

ception become important tools in rooting them out.

This section explores the use of psionics and mag-

ical items to mimic spell effects, and of cantrips to

simulate casting effects. These rules are optional.

They adapt easily to any AD&D ® campaign, not

 just those set on Athas.

Specific Effects

All spells have both a visual and aural effect dur-

ing casting. Middle-level (4th- to 6th-level) spells

may also have effects that appeal to the senses of

touch, smell, and taste. High-level spells may have

additional (sometimes grand) effects.

Here are some possible effects. More appear on

the tables that follow. Players and DMs should feel

free to create others.Visual effects: Streaks of sparkling multicolored

light emerge from the vanishing material compo-

nents, follow the movements of the spells somatics

(if any), then settle on the subject of the spell. The

sparkling lights slightly illuminate the caster and

target of the spell for the spells entire casting time.

Brightness is determined by spell level; color varies

by spell and by caster. Other possible effects include

glowing rings of light, heatless flames, and so on. A

visual effect cannot substitute for an existing spellsuch as light or the various illusions.

Aural effects: Along with any verbal components,

a shimmer like that of tiny, metal wind chimes ac-

46

Page 48: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 48/162

Page 49: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 49/162

Sensory Intensity Table

S p e l l V i s u a l / O l f a c t /  

Level Aural Tact A d d l G r a n d

1 - 3 2 0

4 - 6 3 0 2 0 1 0

7 - 9 4 0 3 0 2 0 4 0

1 0 6 0 4 0 3 0 6 0

Number : Radius in yards f rom the cas ter that the

sensory effect is observed.

: The sensory e f fec t i s not present or not ord i -

nar i ly de tected .

New Proficiency: Sensory Alteration

Sensory Al terat ion , an opt ional prof i c iency avai l -

able only to wizards, is based on Intelligence, takes a

check modi f ie r of -2 , and requires two prof i c iency

s lots . Use i t i f sensory e f fec ts of cas t ing are impor-

tant in the campaign .

Wizard characters who have th is prof i c iency can

increase or decrease the sensory effects of casting by

lengthening the cas t ing t ime of the spe l l . The cas t -

ing time must be doubled to use the proficiency. On

a s u c c e s s f u l c h e c k , t h e w i z a r d m a k e s t h e c h a n g e .

Increasing the effects triples the range at which they

are normal ly de tectedthey become a lmost impos-

sible to ignore, especially in an enclosed area like a

room or cavern . Decreas ing the e f fec ts reduces the

r a n g e t o o n e - q u a r t e r ( r o u n d e d d o w n ) . T h i s p r o f i -

ciency applies to all sensory effects in play, including

addi t ional and grand e f fects .

Tailoring Wizards Style

Each wizard in the campaign , whether preserver

or de f i l e r , has a s tandard se t of sensory e f fec ts for

spe l l cas t ing . This becomes a s ignature for those ob-

servant enough to sense i t .P l a y e r c h a r a c t e r w i z a r d s : L e t p l a y e r c h a r a c t e r s

c h o o s e t h e i r o w n s e n s o r y e f f e c t s f o r c a s t i n g . A t

lower levels they need only adopt a particular visual

and aura l e f fec t . When they gain access to h igher -

level spells, they will choose olfactory, tactile, taste,

additional, and even grand effects for casting. Once

c h o s e n , t h e e f f e c t s c a n n o t c h a n g e . A d d i t i o n a l

e f f e c t s a r e o p t i o n a l , b o t h w h e n b e i n g c h o s e n a n d ,

once chosen , in any g iven cas t ing .

N P C w i z a r d s : N P C w i z a r d s s h o u l d h a v e t h e i r

own sensory e f fec ts for cas t ing . Once de termined ,

a n N P C w i z a r d s s e n s o r y e f f e c t s c a n n o t c h a n g e .Make them up or choose them f rom these tab les .

Visual Sensory Effects

Color ( ro l l 1d10 or choose ) :

1 R e d

2 O r a n g e

3 Yellow

4 G r e e n

5 B l u e

6 P u r p l e

7 Viole t

8 Silver

9 Gold

1 0 R a i n b o w s p e c t r u m

Optional e f fec ts ( ro l l 1d10) :

1 Images of b laded weapons

2 Images of wild birds or animals

3 Images of ghost ly humanoids

4 F lames wi thout heat

5 A d is t inct g lowing rune

6 Lights radiate from wizards eyes

7 Lights radiate from wizards entire face

8 Lights swirl over wizards head

9 Lights plume up over wizard toward sky

10 L ights radiate in a hor izonta l p lane f rom hands

Aural Sensory Effects

Rol l 1d20 or choose :

1 Chimes , h igh pi tched

2 Chimes , low pi tched

3 Faraway chant ing

4 Faraway drums

5 Loud, in tense hear tbeat

48

Page 50: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 50/162

Page 51: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 51/162

6 Horrible moaning

7 Ecstatic shouting

8 Distant thunder

9 Hunting horns

10 Metallic clanging

11 Sounds of mass battle

12 Low maniacal laughter

13 Raging torrent of water

14 Raging wind sounds15 Low earthquake rumble

16 Sounds of erupting volcano

17 All sounds echo loudly

18 Noises sound slowed-down or speeded-up

19 Sounds shifted up or down one octave

20 Chorus of whispers; nonmagical sounds in

vicinity are muted

Olfactory/Taste Sensory Effects

Roll 1d20 or choose:

1 Wildflowers

2 Local spices

3 Exotic perfumes

4 Pine needles

5 Perspiration

6 Strong alcohol

7 Chalk dust

8 Ozone

9 Burning rubber

10 Sulfur (rotten-egg smell)

11 Formaldehyde (sickly sweet smell)

12 Sickening smell of rotting flesh

13 Sickening smell of thri-kreen ichor

14 Thick, overpoweringly sweet taste

15 Delicate flowery flavor

16 Taste of favorite beverage

17 Taste of least favorite beverage

18 Intense sour taste

19 Intense salt taste

20 Intense bitter taste

T a c t i l e S e n s o r y E f f e c t s

Roll 1d10 or choose:

1 Prickling of skin

2 Tickling in throat

3 Goosebumps all over

4 Cold or warm breeze

5 Feathery touch all over

6 Brief drowning sensation

7 Chest feels tight8 Clammy flesh

9 Itchy feeling

10 Static crackle, hair stands up

Additional Sensory Effects

Roll 1d10 or choose:

1 Image of spells material component floats be-

fore observers eyes

2 Strange tracks cover the ground

3 Vision of vicious predator in observers mind(vary vision according to spells purpose)

4 Observer has vivid memory of a recent experi-

ence (vary type according to spells purpose)

5 Observer suddenly feels the immensity of the

universe

6 Observer briefly reverts mentally to ancient past

when same spell was used on this spot

7 Observer has sudden imaginary vision of own

birth or death

8 Observer instantly knows spells incantation

9 Clouds temporarily gather or are dispelled over-

head

10 Air grows thick and hard to breathe, or thin,

carrying sound less well

Grand Sensory Effects

Never roll grand effects randomly. Instead, de-

sign effects appropriate to the spellcasters style and

character . Make them atmospheric rather than

damaging. Grand effects should not have substan-

tial effect on combat in themselves, though they can

mimic low-level spell effects. Some examples follow.

50

Page 52: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 52/162

Ground shakes (-1 to Dexteri ty checks and

movement).

All nonmagical glass in vicinity cracks.

Desert sand in area temporari ly fuses into

glass.

Those near wizard glimpse another dimension-

al plane.

Everyone in vicinity learns targets name.

Targets close relatives elsewhere on Athas sud-

denly feel fearful or giddy (vary feeling according to

spells effect).

For next hour, wizards companions see all

creatures as walking, talking skeletons. (This is well

suited to necromantic magic.)

More (and more powerful) ideas appear in the

Wild Surge Results Table of the Tome of Magic

rulebook (pp. 7-8). Avoid its comical, dangerous, or

minor effects.

Sensory Variation of Spells

A wizard may alter not only sensory effects of

casting, but also sensory elements of the spell effects

themselves, within limits.

If a wizard learns a spell from another wizard(that is, copies it directly from that wizards spell

book into his own), then the sensory elements of the

spell are exactly like those of the tutor wizard. If the

tutor wizards lightning bolt spells are bright whitewith associated thunder, then so are the student wiz-

ards lightning bolts.

However, a wizard who researches a spell inde-

pendently can alter the sensory elements of the spell

as desired. For instance, the wizards lightning bolts

can be blood red and have a tremendous electrical

crackle. The wizard must make these decisions

when writing the spell in the spell book, and any

changes are peculiar to that spell only. To change

the sensory elements of a known spell, the wizardmust research the spell from scratch.

Altering the sensory elements of a spells effects

never alters how the spell functions. Unique sensory

elements never mask or disguise a spelleven a

blood-red lightning bolt is still obviously a lightning

bolt.

Specialist Effects

The DM may wish to create special casting ef-

fects for specialist mages when employing spells

from their school of magic. These possibilities pro-

vide a starting point.

Abjurers: Cause a golden sheen to settle around

the area of effect.

Conjurers: Spell leaves behind a hint of chill air.

Diviners: Magic brings a whiff of ancient dust or

aged tablets to the air.

Enchanters: Shimmering, almost electrical charge

to the air during spellcasting.

Invokers: Unnatural wavering in vision, like a mi-

rage without heat.Necromancers: Stench of rotting flesh left behind

after spellcasting.

Transmuters: Shadows around the caster are fro-

zen, forcing them to catch up to the new situation

after casting.

Illusionists: Can adopt any of these, disguising

their specialty as is their calling.

Any effects are possible, but they should always

be regular, for they provide clues to the players. The

e f f e c t s d u r a t i o n i s a m a t t e r f o r r o l e - p l a y i n g -specialist effects are a tool for the DM to parcel out

a tiny bit of information to attentive players, so

make it last as long as necessary.

Wizards from opposing schools may find each

others special sensory effects objectionable, even

obnoxious or threatening.

Deception

Nonwizard characters who want to pass them-

selves off as wizards, in particular as preservers,

must simulate two separate effects: sensory effects of

casting and the spell effect itself. There are several

ways of doing this, including cantrips or illusions,

51

Page 53: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 53/162

magical items, and psionics. Obviously, detect mag-

ic might thwart any pretenders plans.

Cantrips or illusions: A cantrip, cast either from

a magical device or another wizard, can simulate

any aural and visual effects of casting. With a can-

trip, therefore, a pretender can create a believable

set of sensory effects for any spell up to 6th level.

Magical items enchanted to cast cantrips can be

used by any character class. The item is usually de-signed to be activated inconspicuously or mentally.

Illusions such as  phantasmal force can create vis-

ual effects ; improved phantasmal force can create

v i s u a l a n d a u r a l e f f e c t s ; s p e c t r a l f o r c e s a n d

advanced illusion can simulate most other sensory

effects. Illusions cannot usually simulate grand ef-

fects. Illusions must be cast from a device or by an-

other wizard on behalf of the pretender.

Magical items: Other magical items can simulate

actual spell effects. The spell effect is created by the

magical item, but the pretender must mimic sensory

effects of casting using a cantrip, illusion, or psi-

onics. Magical items do not usually produce sensory

effects, though many exceptions exist.

Psionics: Psionics can simulate both spell effects

and sensory effects of casting. A careful psionicist

can impersonate a wizard with a proper combina-

tion of disciplines and sciences.

Defiler Deception

A defiler masquerading as a preserver has a most

difficult task, but it is not insurmountable. The lifeless

ash created with every spell cast can be masked, either

through illusions or psionics. A defiler may use magic

from enchanted items as well, never actually creating

ash by his own casting; in this case, he is considered a

nonwizard pretender as described above.

Illusions: Only intricate illusion spells can mask

the destructive ash caused by a defilers magic. Es-pecially wary audiences, such as members of the

Veiled Alliance checking out a potential new mem-

ber, certainly disbelieve everything they see.

Psionics: These powers can also cover the ash res-

idue of defiler magic. Again, however, wary audi-

ences may attempt to verify such magical spells

with detect magic.

Familiars on Athas

Athasian wizards prefer to maintain anonymity, so

use of familiars is quite common. Of the possible fa-

miliar creatures (bat, beetle, black cat, pseudodragon,

rat, scorpion, and snake), only the black cat and

pseudodragon are universally recognized as the com-

panions of wizards. The others are so common to

Athas that they generally go unnoticed. Additionally,

so many nonwizards travel with animal companion-

ship on Athas that the practice draws little attention.

Other creatures for familiars : Any Athas ian

creatures of roughly animal intelligence and 2 HD

or less can become familiars. On Athas, these crea-tures tend to run a little larger than on other worlds.

Psionics and familiars: A wizard communicates

with a familiar through empathy, identical to the tel-

epathic devotion of the same name. However, empa-

thy between the wizard and a familiar does not

require the psionic devotion, nor does it use strength

points. No power check is needed.

A familiar may have additional psionic powers.

There is a base 30% chance that a familiar is a wild

talent (rolled at random), and a base 5% chancethat it has powers equal to a 1st-level psionicist with

25 psionic strength points (the familiar never ad-

vances in level). A familiar with psionic powers glad-

ly uses them at the behest of its wizard.

Hideaways

In public, Athasian wizards look and act much

like their peers, careful not to draw attention by

their appearance, actions, or peculiar lifestyle. But

wizards do lead different lives, lives of intense and

often secretive study. Whether preservers or defilers,

wizards can seldom hide their true nature in their

hideaways.

52

Page 54: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 54/162

A wizards hideaway, or secret place of study, is

usually warded magically or physically, hidden and

visited in secret. Beyond the city walls, those who

wield magic are afforded a bit more tolerance, but

not much more. A rural wizard must be as wary of

superstitious locals as his urban counterparts are of

the sorcerer-kings treacherous templars.

Any wizards hideaway is f i l led with books,

scrolls, parchments, and all the material elementscrucial to his craft. Spell components may be strewn

among the debris of a thousand failed experiments.

Familiars and simple pets are often kept, many the

unwilling subjects of magical tinkering. A defilers

hideaway is absolutely devoid of plant life.

Specialist wizards have additional fixtures pecu-

liar to their magic. Abjurers often paint runes and

designs upon the floor, walls, and ceiling. Conjurers

inscribe similar designs, but these are often

scorched and half-destroyed. Diviners are especially

interested in books and scrolls, and they may own

accurate maps of the stars and moons. An en-

c h a n t e r m a y h a v e m a n y i n t r i c a t e i t e m s b e i n g

readied for magical endowment. Invokers often pos-

sess documents and recorded legends of powerfulbeings from whom they might call for power. The

quarters of a necromancer reek of the dead and are

decorated with bones, limbs, and the leavings of the

unliving. Transmuters surround themselves with

their accomplishments or the burnt, charred re-

mains of alteration magic gone awry.

53

Page 55: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 55/162

54

Page 56: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 56/162

Page 57: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 57/162

Priest Spell Progression

Level 1 2 3 4 5

2 0 9 9 9 8 7

21 9 9 9 9 8

2 2 9 9 9 9 9

23 9 9 9 9 9

2 4 9 9 9 9 9

25 9 9 9 9 9

2 6 9 9 9 9 9

2 7 9 9 9 9 9

28 9 9 9 9 9

29 9 9 9 9 9

30 9 9 9 9 9

ignore and gate materials from both connected

quasi-elemental planes, radiance and ash, regard-

less of alignment. The cleric can master the quasi-

elements from planes opposed to his alignment.

The Two Paths of the Cleric

Only human clerics may advance beyond 20th

level. When the cleric reach es 2,700,000 experience

points, he must make a decision; he can either con-

tinue to advance as a cleric, in which case he can at-

tain 21st through 30th level, or, in the case of a

cleric/psionicist, he can abandon his human form and

begin the transformation to an elemental. The charac-ter cannot do both. The owning player must inform

the DM which path the character wishes to take.

Once its chosen, the character can never switch.

Only an elemental gains the ability to cast psionic

enchantments. A cleric who advances beyond 20th

level, even one who is also a psionicist, cannot cast

such spells.

Elementals

Once the character has made the decision to pur-

sue transformation to elemental form, he continues

to gain experience through 20th level as a cleric.

Spell Level

56

6 7 8 9 10

5 2 1

6 2 1

6 3 2

7 3 2 1

8 3 2 2

8 4 3 2

9 4 3 2 1

9 5 4 2 1

9 6 4 3 1

9 7 4 3 2

9 8 4 3 3

When he reaches 3,000,000 experience points, that

total is reduced to zero and he becomes a 21st level

elemental. No multi- or dual-classed cleric can opt

to become an elemental.

Prerequisites: Only human characters who have

attained 20th level as both a cleric and psionicist can

proceed as a character elemental. In addition, the

ability score requirements are more stringent: the

character must have a Wisdom score of 15 and a

Constitution score of 15 before transformation can

begin.

Elemental Experience Levels

Level Elemental Hit Dice (d8)

21 0 + 2

22 300 ,000 + 2

23 600 ,000 + 2

2 4 1,000,000 + 3

25 1,500,000 + 3

2 6 2 ,000 ,000 + 3

2 7 2 ,750 ,000 + 4

2 8 3 ,500 ,000 + 4

2 9 4 ,250 ,000 + 43 0 6 ,000,000 + 5

An elemental need not cast a special spel l to

Page 58: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 58/162

57

The Character Elemental Table shows what ele-

mental form the character can take, how long it will

last, and any Hit Die rerolls that are appropriate.

Making the Switch

A character elemental must assume his elemental

form exactly once per day, no more or less. Lower-

level elementals retain human form for all but a

short period each day. Higher-level elementals can

only retain human form for half the day or less. At

30th level, the elemental can never assume human

form again.

From human to elemental form: The character

must decide when during the day to take on elemen-

tal form. For this purpose, a game day begins and

ends at midnight. If the character fails to decide, his

body naturally transforms at the last moment possi-

ble. For instance, a 24th-level cleric who hasnttransformed earlier will transform to an elemental

two hours before midnight.

The transformation takes one round. During this

round the characters body becomes ethereal. Only

weapons that can affect ethereal bodies harm itfor

those weapons, use the characters human defenses

(Hit Dice, Armor Class, magical protections, etc.).

The elemental cannot perform any other action dur-

ing that round.

Hit dice: Each time the character assumes ele-

Time

1 turn

3 turns

1 hour

2 hours

4 hours

6 hours

8 hours

12 hours

16 hours

24 hours

Summons

Lesser

Lesser

Lesser

Greater

Greater

ttain each progressive level. The elementals hit

points are added to his hit point total along with any

onuses due to the Constitution score.

The exact elemental form taken is that of the origi-

nal clerics focus of worship. For example, an earth

leric transforms to an earth elemental, and an air

leric becomes an air elemental. The discipline neces-

ary to specialize in one form of elemental magic pro-

hibits crossover from one elemental form to another.

Character elementals continue to age while in hu-

man form. While they are in elemental form, time

has no effect. Once the character reaches perma-

nent elemental form at 30th level, time will not hin-

der his physical abilities. Character elementals have

no innate spell-like abilities.

Elemental Transformation

A character elementals transformation is quitedifferent from that of the other advanced beings.

The character can attain full elemental form even at

he lowest levels, though only for a limited time. The

amount of time the character can spend as an ele-

mental increases with levels, as does the relative

power of his elemental form.

During play, the character will either be fully ele-

mental, or fully human. Since there is no gradual

change between the two forms, it is not termed a

metamorphosis, but rather a transformation.

Character Elemental Table

Level

21

22

23

2 4

25

26

2 7

28

2 9

3 0

Hit Dice/Variety

8 H D S t a n d a r d

1 2 H D S t a n d a r d

1 2 H D S t a n d a r d

1 6 H D S t a n d a r d

1 6 H D S t a n d a r d

1 0 H D G r e a t e r

1 0 H D G r e a t e r

1 4 H D G r e a t e r

1 4 H D G r e a t e r

1 8 H D G r e a t e r

HD Rerolls

1,2

1,2

1 ,2 ,3

1,2 ,3 ,4

1 ,2 ,3

1,2 ,3 ,4

1,2 ,3 ,4

Page 59: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 59/162

mental form, the player must roll its Hit Dice. At

some levels, the character is entitled to Hit Die re-

rolls for certain numbers. For example, at 26th level

the elemental character rolls 10 Hit Dice and has

rerolls on 1, 2, and 3. The player rolls ten 8-sided

dice, getting 1, 2, 2, 3, 4, 5, 5, 6, 8, and 8. The four

dice that rolled 1, 2, 2, and 3 are rerolled until they

dont read 1, 2, or 3. They finally come up 4, 5, 6,

and 7. The elementals hit points total 58.From elemental to human: The character has no

control over this transformation. It takes place after

the character has spent the entire duration in ele-

mental form. The transformation takes one com-

plete round, during which the character can take no

other action. The character takes on an ethereal

form for the round, so attacks that dont reach into

the ethereal cannot harm him. Those attacks that

can penatrate the ethereal plane must be targeted

against his elemental form (Hit Dice, Armor Class,magic resistance, etc.). Once the transformation is

completed, the character reverts to his original hu-

man hit points.

Damage in either form: Damage taken in one

form is erased after transformationone of the ben-

efits of being an elemental. A character in human

form whose hit points drop to 1 still rolls com-

pletely new hit points for the elemental form. On the

return to human form, he is completely healed of

damage. A character who is reduced to 0 hit pointsin either form has been killed, however.

Summoning, Controlling, Stealing

Normally, a character elemental cannot be sum-

moned, but it can be controlled, and that control

can be stolen. A summoning spell merely calls other,

less willful elementals from the appropriate plane.

Theoretically, a special spell could summon a spe-

c if ic elemental , even a character elemental . But

such magic does not presently existthe spell must

be created under the rules governing magical re-

search.

58

Devices that can control or govern the actions of

elementals can affect characters . Only magical

items can be used to control character elementals.

Bowl commanding water e lementals , brazier com-

manding fire elementals, censer con trolling air ele-

mentals, and stone of controlling earth elementals:

When properly employed, these devices can control

a character elemental of the appropriate type. The

character gets a saving throw to ignore the effects.Otherwise, it is controlled, just as described in the

 Mo nst ro us Co mp en di ums . Once freed, the charac-

ter can attack or ignore the controller as it wishes.

Ring o f Elementa l Command: Rings at tuned to

the characters elemental plane can be used to full

effect against it. The ring wearer can be held at a 5

distance or even possibly charmed.

Scroll of protection elementals: Characters can

be affected by such scrol ls just as noted in the

DMG.

Summoning Other Elementals

A character elemental gains the ability to sum-

mon lesser elementals at 26th level, and to summon

standard elementals at 29th level.

Lesser elementals: The character gains the special

ability conjure lesser elemental, identical to the spell

of the same name presented in the  Monstrous Com-

 pen di um. It may use this ability once per day for

every level above 25th.

Standard elementals: The character gains the

special ability conjure elemental, identical to the

spell of the same name in the DARK SUN Rules

Book, once per day at 29th level and three times per

day at 30th level.

These elementals are automatically controlled,

and their control cannot be stolen from the charac-

ter elemental . They obey the character s every

thought while on the prime material plane.

Urgent Elemental Business

The highest level character elementals (those from

Page 60: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 60/162

27th through 30th level) are powerful enough in

their own right to be important personages on their

elemental plane. Therefore, from time to time, those

planes call for their services, and they must return

and remain there until their business is concluded.

Every 60 days, the DM should roll 1d20 for every

character elemental in the game. A roll of 1 indi-

cates that the elementals services are called for on

its home plane. Any other roll means the charactercan continue on Athas unmolested.

A character elemental who is called away has 5d6

days to report. It is gone from Athas for 1d100

days. In the meantime the DM removes the charac-

ter from play, and the player uses another character

from the character tree.

Athasian Elementals

Complete data on Athasian elementals appears

i n t h e  M o n s t r o u s C o m p e n d i u m , D A R K S U N

Appendix, Terrors of the Desert. That work refers

to information on elementals presented in  Mo n-

strous Compendium Volume 1 . Because character

elementals take the form and abilities of those ele-

mentals, keep the appropriate  Monst ro us Co mp en -

dium pages handy.

Templars

I n t h e D A R K S U N c a m p a i g n , t h e o n l y P Cclass that cannot advance beyond 20th level is the

templar. In service to a sorcerer-king, a templar can

never get more powerful than 20th-level. Additional

experience points do not bring more spel ls , hi t

points, or powers.

Also, since templar characters typically lose their

magical powers upon the death of their sorcerer-

king, some may wish to abandon the class for an-

o t h e r . A n y h u m a n t e m p l a r c a n o p t t o b e c o m e

dual-classed, provided he has a 17 or more in the

prime requisites of his new class. Demihuman tem-

plars and human templars who do not meet these

requirements must take more drast ic measures.

They can immediately reduce their experience point

total to zero and start the campaign over in any new

class for which they qualify.

Former Templars

All of Tyrs templars lost their source of spell

powers and many their political positions with the

death of Kalak. Many who found themselves espe-

cially friendless upon his assassination in turn lost

their lives to those they had persecuted over the

years. Others found work with Tithian, the new

king of the city, as administrators, bureaucrats, and

soldiers. Those left outside that circle, however, were

left with two options: employment with another

sorcerer-king, or complete abandonment of tem-

plarhood.

The campaign should be crawling with templars

who previously worshipped Kalak of Tyr. Their mo-

tivations and powers are now very different, depend-

ing on their new positions. If other sorcerer-kings die

or become ineffective in your campaign, similar sug-

gestions apply to his former templars.

Tithians templars: Despite Kalaks death and

the subsequent rioting and disorganization, Tithian

realized, correctly, that only Tyrs templars could

maintain many services. The bureaucracy that had

run the city for centuries remains largely in place

since there is no suitable substitute available. Fur-

ther, Tithian was himself a templar, and his own

friends within those ranks have served him well as

the central administrators under his rule.

Still responsible for many of the same functions,

Tyrs templars now perform their duties without the

benefit of spells. As a substitute for magic lost, the

templars have promoted within their ranks those

with useful psionic powers, and they have hired the

services of other psionicists to help maintain order.

Ironically, large numbers of former slaves have tak-en service with the templars, selling their psionic

powers to those who kept them in bondage for years.

To a lesser extent, templars are engaging the services

59

Page 61: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 61/162

of both defilers and preservers, but this practice is

kept very quiet centuries of magical oppression die

hard.

The loss of spell powers, however, has become the

great equalizer among the backstabbing templars of

Tyr. Formerly low-level templars find they are nearly

as powerful as high-level adversarieswithout mag-

ic, one templar is pretty much the same as the next.

Sudden parity with their superiors has bred danger-ous ambitions among templars eager to advance

through the ranks.

Kalaks templars in other cities: Templars who in-

stead fled to other city states, to other sorcerer-

kings, more often than not found the point of a

sword. Templars who were already in power there

had no wish to instate new rivals in their order. New-

comers who werent killed outright upon arrival

were either enslaved or, for the fortunate, simply

turned away.Only those templars who managed to gain an au-

dience with the new sorcerer-king and who had

something to offer found an open hand. Many who

fled to Urik, for example, offered their knowledge of

T y r a n d i t s o r g a n i z a t i o n i n r e t u r n f o r a n e w

sorcerer-king to worship. Others found they could

buy their way in, bribing other templars to speak

kindly for them to their leader.

With psionics and magic to keep them in line, all

templars new to their city from Tyr are unquestiona-bly loyal, or they hide it very well. Since most have

had personal contact with their new sorcerer-king,

they have special favor, at least for the moment, but

they have drawn the scorn of the existing templar

hierarchy. Once a new templar falls from favor with

his sorcerer-king, even slightly, he is at great risk of

retribution from jealous rivals.

Ex-templars: Those who have shed the finery of

their templar past have had a difficult time. When

recognized, they are often tortured or killed. Theyare never welcome in Tyr, so they have been forced

to wander to new locations. Ex-templars start ad-

vancing again in a new character class, but they be-

gin at 1st level. Few ex-templars reveal their true

identities; most have few friends.

Druids Beyond 20th Level

Human druid characters may advance beyond

20th level. A druid gains an additional level for eve-

ry 500,000 experience points above 2,000,000. He

gains 2 hp at each level above 20. Though his pro-

gression through levels is slow, the special abilities

he gains are powerful.

A druid can communicate telepathically with any

creature on his guarded lands at 21st level. The

communication can be for any duration and over

any distance, provided the creature is on the druids

guarded lands (note that the druid need not be on

the guarded lands at the time of communication).

Language barriers do not interfere with this com-

munication.

A druid can summon an entire species within his

guarded lands at 23rd level. The druid must first

shapechange to the species desired, then telepathi-

cally call for others to join him. All able creatures of

that species which reside on the druids guarded

lands will immediately move to his location at their

best possible speed. Once clustered, the group of

animals will obey the druids every command, pro-

vided he remains in the midst of them. The crea-

tures will readily leave the guarded lands at the

druids bidding. The number of creatures so sum-

moned is not restricted: the druid may command

hundreds of mekillots, thousands of vipers, or liter-

ally millions of insects. The druid cannot call for just

a portion of the species its all which occupy his

guarded land or nothing. When the druid resumes

his original form, the species followers return to

their homes.

A druid gains major access to al l spheres of

priestly magic at 24th level.A druid can call upon the spirit of the land and

its powers at 25th level. The spirit will appear to

consult or lend aid on the druids command. How-

60

Page 62: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 62/162

ever, a druid can never call upon the spirit without

ust cause, to protect or enhance the lands . Any

selfish or personal reasons will anger the spirit so

that he might attack the druid instead! For more

information about the spirits of the land, consult the

Monstrous Compendium, DARK SUN Appen-

dix, Terrors of the Desert.

A druid can hide his guarded lands when he

reaches 26th level. Provided the druid is on his

guarded lands, he can cast an illusion that only he

and those he designates can see through. Creatures

who have more Hit Dice or levels than the caster

may save vs. spells to disbelieve. Otherwise, trav-

elers on the guarded lands are convinced they are

somehow lost, and that these subtle illusions are in

fact miles from the lands they seek. The druid can

create any physical illusion he cares to, from lush

ungles to sterile wastelands. The druid can cast this

llusion at any time, but he must concentrate to

maintain it.

A druid can teleport throughout his guarded

lands at 27th level. Provided the druid is teleporting

between points wholly within his guarded lands, he

can teleport any number of times. Since the druid is

intimately familiar with every step of his lands, there

is no chance of missing his proposed target spot.

A druid can close his guarded lands at 28th level.

He creates an impenetrable barrier around the edg-

es of his lands, in the shape of a dome that rises

1,000 feet higher than the highest point. The nature

of the barrier is up to the imagination of the druid

an array of spinning blades, a field of pure force, a

curtain of flame and magma. In any form, the barri-

er can only be crossed by creatures of more Hit Dice

or levels than the druid, or by creatures that the

druid has so designated. The barrier works in both

directions: those inside cannot get out, and those

without cannot get in.

A druid absorbs defiler damage on his guarded

lands at 30th level. Whenever the druid is on hislands, defiler magic cast there does not destroy the

lifegiving properties around the caster; the ground is

6 1

Page 63: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 63/162

not turned to ash. Instead, the energy is tapped di-

rectly from the druid, no matter where he is. Every

ten spell levels of defiler magic cast on his guarded

lands drains 1 hp from the druid, protecting the

land. However, defiler magic will not kill the druid

it cannot take his last hit point. When the druid is

so wounded, defiler magic takes its normal toll on

the lands.

Whenever defiler magic is cast on his lands, thedruid gets a mental sense of exactly where the spell

was cast. When not on his lands, the druid still gets

the general impression that defiler magic is being

cast there, but he gets no indication of the exact lo-

cation.

Priest Spells Beyond 7th LevelPriests who advance beyond 20th level gain not

only additional spells of levels 1 through 7, but also

begin accumulating the ability to cast spells of levels

eight through ten. These are far-reaching, powerful

spel ls affect ing large areas, but are essent ial ly

gained in the same manner as lower-level spellsthe

priest requests them from the powerful beings of the

elemental planes.

Preparation time: In addition to the normal list of

game statistics preceding priest spells, 8th-through

10th-level spells list a preparation time. The priest

must fulfill this requirement before the spell can be

cast. If the priest must perform a specific task dur-ing preparation time, or if he can spend only a cer-

tain amount of time per day actively preparing,

these are noted in the spell description. Unless

otherwise stated, if the priest is interrupted for even

one day during the preparation time, the spell will

fail. Preparation must be started over.

Often the preparation time directly governs the

duration of the spell. In such cases, the preparation

time is optional; the priest can spend just as much

time as he wishes preparing for the spell, within therestrictions listed with the spell.

Typically preparation time does not take every

6 2

Page 64: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 64/162

hour of the day. During the remainder of the day,

the priest can perform other tasks, including adven-

turing, research on other spells, even preparation

for other high-level spells (within restrictions; see be-

low). Spell preparations may somewhat restrict the

priests range of movement. If these restrictions

arent strictly adhered to, the preparation time to

date is void and the spell will fail if cast.

Unless otherwise stated, the priest casts the spellon the last day of preparation time. If the priest

waits more than a day afterward to cast the spell,

those days are subtracted from the preparation time

already accumulated.

Casting multiple spells above 7th level: The prep-

aration times for spells higher than 7th level are so

long that priests rarely actually cast more than one

in a day. If, however, the priest manages to conclude

the preparation times for multiple spells of 8th level

or higher on the same day, use the Priest Spell Pro-

gression Tables numbers as the maximum he can

cast per day (see page 56).

More significantly, the Progression Tables fig-

ures for 8th-, 9th-, and 10th-level spells limit the

number the priest can prepare at any one time. The

priest must also be able to devote the preparation

time to each spell. For example, a 24th-level priest

could be preparing two 8th-level spells and one 9th-

level spell at the same time, provided all three prepa-

ration times add up to 16 hours or less (assuming

the priest needs to sleep eight hours per day). If he

finishes his preparation time and casts one of the

8th-level spells, he can then begin preparing for an-

other 8th-level spell immediately.

A priest may use magical means to get better use

of his time; it is perfectly legal to use time spells to

get more than 24 hours out of a day.

The Tome of Magic 

All of the spells from Tome of Magic can be used

in DARK SUN campaigns. They are organized

as follows. (Note that some spells belong to more

than one sphere.)

Sphere of Earth: Caltrops (3rd), clear  path (5th).

Sphere of Air: Aura of comfort (2nd), zone of

sweet air  (3rd), weather stasis (4th), cloud of purifi-

cation (5th), breath of life (7th), uncontrolled weath-

er  (7th).

Sphere of Fire: Log of everburning (1st), aura of

comfor t ( 2 n d ) , b l e s s ed warmth ( 4 t h ) ,  f i r e p u r g e

(4th).Sphere of Water : Weather stasis (4th) , cloud of  

 pur ific at io n (5th), uncontrolled weather (7th).

Sphere of the Cosmos:

First-level spells:  Analyze balance, anti -vermin

bar r i e r , c a l l upon f a i th , c ourage , emot ion r e ad ,

know age, know direction, know time, mistaken mis-

sives , morale , personal reading, r ing of hands, sa-

cred guardian, speak with astral traveler , thought

capture, weighty chest.

Second-level: Calm chaos, create holy symbol,

dissensions feast, draw upon holy might, emotion

 p e r c ep t i on , f r i s ky che s t , h e s i t a t i on , i d ea , l i gh t en

load , mind r e ad , moment , mus i c o f the sphe r e s ,

mystic transfer, nap, rally, sanctify, zone of truth.

Third-level:  Ac ce ler at e he al ing , ad ap tat io n, as tr al

window, choose future, create campsite , e f f icacious

monster ward, emotion control, extradimensional de-

tection, helping hand, invisibility purge, know cus-

toms, line of protection, memory read, miscast magic,

moment reading, random casualty , r ig id th ink ing,

slow rot, squeaking floors, strength of one, telepathy,

telethaumaturgy, thiefs lament, unearthly choir.

F o u r t h - l e v e l :  Add i t i on , a ge p l a nt , b ody c l o c k ,

chao t i c comba t , chao t i c s l e ep , c i r c l e o f p r ivacy ,

compulsive order , defensive harmony, dimensional

 folding, focus, fort i fy genius, inverted eth ics , jo in

with astral traveler, leadership, mental domination,

modify, memory, probably control , rapport, solip-

sism, tanglefoot, thought broadcast, tree steed, up-

lift, weather stasis.

Fifth-level:  Age ob jec t, ba rr ier of re ten ti on , ble ss -

e d a b u n d a n c e , c h a m p i o n s s t r e n g t h , c h a o t i c c o m -

m a n d s , c o n s e q u e n c e , d i s g u i s e , e a s y m a r c h ,

63

Page 65: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 65/162

emental forbiddance, extradimensional manipula-

on, extradimansional pocket, grounding, i l lusory

r t i l l e r y , i m p e d i n g p e r m i s s i o n , m e l d , m e m o r y

rack, mindshatter , repeat action, shrieking walls ,

houghtwave , t ime poo l , unceas ing vig i lance o f the

o ly sent ine l , undead ward.

Sixth-level:  Ag e cr ea tur e, cr ush ing wa lls, di sb e-

ef, dragonbane, gravity variation, the great circle,

roup mind, land of s tabil i ty , legal thoughts , mon-

er mount, physical mirror, reverse time, seclusion,

kip day, Sol's searing orb, spiritual wrath.

Seventh-level spells:  Ag e dra gon , divi ne ins pi ra -

on, hovering road, illusory fortifications, mindkil-

r, shadow engines, spacewarp, spirit of power,

ntacle walls, timelessness.

Quest spells: All the quest spells from the Tome

f  Magic are in the Sphere of the Cosmos.

Material components: Many of the spell compo-

ents presented in Tome of Magic are inappropriate

o t h e D A R K S U N c a m p a i g n s e t t i n g . S o m e

ems, especially those made of metal, are prohibi-

vely expensive and disrupt the balance between the

pells power and the expense incurred to cast it.

ere are some examples of how to change the mate-ere are some examples of how to change the mate-

al components to better suit the world of Athas.

Analyze balance: The material component of this

pell can be coins of any variety, including common

eramic coins.

Courage: The material component of this spell

ould be a carved cube of bone or chitin.

DDraw upon holy might: Because water is so pre-

ous on Athas, any vial of water suffices as a mate-

al component.

Frisky chest: Three feathers from different ani-

mals are an acceptable material component.

Hesitation: The material component can be any

agment of chitin.

Idea: As with analyze balance, any coin will suf-

ce.Alter the material components of other spells ac-

ordingly.

The Planes Beyond

Though markedly different in their approaches to

life on Athas, all three priest classes draw their mag-

ical spel ls from the elemental planes. Powerful

sorcerer-kings and templars have contact with be-

ings on those planes, and the beings can channel

magical energy to the desert world of Athas. The

relationships of the various planes, the creaturesthere, and their interest in Athas can be important

to high-level characters in a DARK SUN cam-

paign.

The Big Picture

For this discussion, the planes can be divided into

five categories: the prime material plane, the ethere-

al plane, the inner planes, the astral plane, and the

outer planes.

Athas resides on the  pr im e ma ter ia l pl an e. Actu-

ally, it is on but one of many alternate prime planes,

but these alternates have no impact on Athas. All

standard play in DARK SUN campaigns takes

place on the prime material plane.

Adjacent to the prime material plane is the ethe-

real plane, a realm of proto-matter material items

in the ethereal plane pass easily through one an-

other since nothing there is truly solid. Within the

ethereal are many floating demiplanes, islands of

solid matter with their own character, but, again,

these have no impact on Athas.

From the viewpoint of a person in the prime mate-

rial plane, the various inner planes lie beyond the

ethereal. The inner planes represent the material

b u i l d i n g b l o c k s o f t h e u n i v e r s e . T h e e l ementa l

 planes of earth, air, fire, and water are each realms

dominated by their element . The  posi t ive energy

an d negative energy planes are also storehouses of

fundamental power in the inner planes. The  para-

elemental planes are regions o f mixed mater ia ls

where the elemental planes border on one another.

Where the elemental planes instead border on the

positive and negative planes of energy there are

6 4

Page 66: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 66/162

quasi-elemental planes. All of the elemental, para-

elemental, quasi-elemental, positive, and negative

energy planes are part of the inner planes. None of

the inner planes is particularly aligned to good or

evil, and in fact the creatures there display a marked

indifference toward affairs outside thier particular

plane. Why some powerful beings of the inner

planes have become so interested in Athas as to

lend spell energy to its priests is explained later.Also connected to the prime material plane, but

not directly connected to the ethereal or the inner

planes, is the astral plane. The astral is largely a

void, with only floating bits of solid matter and the

silver cords of travelers to break the monotonous

emptiness. The cords are links between a travelers

physical body and his astrally projected form (as per

the astral spell.)

Again, from the prime point of view, the outer 

planes lie beyond the astral. These so-called planesof power are vast realms with terrain and material

forms not unlike the prime material. Each separate

outer plane is strongly alignedboth good and evil

creatures there have designs on the prime material

plane. The distinctions between the many outer

planes is unimportant to this discussion; suffice to

say that outer planar creatures tend to be highly po-

larized (either extremely good or terribly evil).

Mapping the Planes

The prime material plane is directly connected to

both the ethereal and the astral planes; travelers can

readily employ magic that wil l take them from

Athas to either of these destinations.

The ethereal plane is surrounded by the border 

ethereal, an overlap between it and the prime mate-

rial or the inner planes. A traveler at the border

ethereal can see into both planes (ethereal and

prime material) and walk fully into one or the other

from the border area. With the appropriate magic,

a traveler could walk from the prime material into

the ethereal and then beyond into one of the inner

65

Page 67: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 67/162

Page 68: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 68/162

styles tend to give it away, anyway), so they are easy

to find if sought.

There is no such contact between clerics who wor-

ship different elemental spheres, yet there is no ani-

mosity, either. The worship of the elements is similar,

but clerics of different spheres have little in common

and even less to talk about.

Congregations and worshippers: Some clerics al-

so encourage laymen to worship the same favoredelemental plane. The cleric gains no special benefits

from these worshippershe simply feels he is better

serving his element on the prime material plane by

collecting a flock of worshippers.

For example, shamans among elves and halflings

encourage special worship to the elemental planes.

Clerics of the earth might advocate the construction

of rock sculptures, those of the air the burning of

insence. Water clerics may hold special water rituals

during marriages or at funerals, while fire elemen-

tals might encourage cremation after death.

Worshippers gain essentially nothing from their

devotion to the elemental planes. As indifferent as

they are, the powerful beings of those planes find it

bothersome enough just keeping track of their cler-

ics on Athas.

From within a congregation, a cleric may find

young worshippers who wish to become clerics them-

selves. Normally, Athasian clerics do not gain fol-

lowers simply for advancing through levels, but

congregational followers who wish to become clerics

are perfectly acceptable. In such an instance, if the

NPCs abi l i ty scores meet the minimum for the

cleric class (Wisdom score of 9 or better), he can in

time become a first level cleric under the original

clerics direction. If his Wisdom score is deficient, a

period of time passes before the prospective cleric

washes out. The training time is 3d4 weeks.

The size of a congregation on Athas is usually

quite small. A cleric may have a flock of up to twice

his level in worshippers. He may never have more

than three prospective clerics in training.

outer planeanything happening to these other

bodies can have disastrous effects. When using ma-

terials from the Tome of Magic in a DARK SUN

campaign, a character can use the spell  joi n wi th

astral traveler  to journey there. Psionically, a char-

acter can employ several psychoportive disciplines

and sciences, such as summon planar creature and

astral projection, to utilize the other planes. Magi-

cal items such as oil of etherealness or ethereal ar-mor  allow a character to walk through the ethereal

plane, even to the inner planes beyond.

Some creatures have spell-like abilities that allow

them to walk the planes, and some artifacts are in

fact gates to other planes. The DM administers

these.

Character communication: Direct communica-

tion with beings in the elemental planes can be ac-

c o m p l i s h e d w i t h c o m m u n e s p e l l s a n d s i m i l a r

divination magic. Clerics, druids, and rangers have

indirect contact with the elemental planes every time

they draw upon the magical energies there for spells.

It is extremely rare that a creature from the ele-

mental planes initiates contact with the prime mate-

rial plane.

Communicat ion with characters on the astral

plane can be accomplished through the 1st-level

priest spell speak with astral traveler  (from the Tome

of Magic).

Clerical Organization

Athasian clerics are typically loners. While some

wander and others stay more or less in one spot, all

clerics are considered to worship the elements on

their own terms, alone, and they seldom preach to

others. Exceptions are rare but not unknown.

Associates: Many clerics keep in touch with oth-

ers who worship the same elemental sphere. Contact

is irregularthere are no scheduled meetingsbutlore, rumors, and even spell-knowledge are com-

monly exchanged. Clerics are seldom secret ive

about their plane of worship (their garb and life-

67

Page 69: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 69/162

6 8

Page 70: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 70/162

Rogues Beyond 20th Level

Human and half-elf characters can advance be-

yond 20th level as bards. Only human characters

can advance that high as thieves. At these advanced

levels, rogues do not become beings of another na-

ture. They do, however, gain new abilities.

Rogue Experience Levels

Level Thief/Bard Hit Dice (d6)

21 2,500 ,000 1 0 + 2 2

2 2 2,800 ,000 1 0 + 2 4

23 3,150 ,000 1 0 + 2 6

2 4 3 ,500 ,000 1 0 + 2 8

25 3,900 ,000 1 0 + 3 0

2 6 4 ,300 ,000 1 0 + 3 2

2 7 4 ,750 ,000 1 0 + 3 4

28 5,200 ,000 1 0 + 3 6

2 9 5 ,700 ,000 1 0 + 3 830 6,200 ,000 1 0 + 4 0

The rogue gains 2 hit points per level beyond 20.

A rogues THAC0 never improves beyond 11.

Rogue Illusionists: All rogues, both bards and

thieves gain the ability to cast spells from the illu-

sionist school when they attain 21st level. They are

essentially wizards, specifically preservers, with the

usual restrictions for spell books and memorization.

However, rogue illusionists have no weapon or ar-mor restrictions. They are not specialist mages, so

they do not gain the specialist advantages. Further,

they are not subject to the 16 minimum Dexterity

score for specialist illusionists.

All spellcasting rules that apply to wizards also

apply to rogues. They use components, memorize

new spells out of their own spell books, and so on.

Rogue illusionists are preservers. They do not

cause defiling damage when they cast their spells.

Gothos Dealings

It is said that a templars ambitions are every bit

as large and hidden as a dragons lair. A thief who

 pe ne tra tes th at lai r ca n gai n gr ea t power .

W h e n t h e t e m p l a r J u n i t h u o f N i b e n a y s o u g h t

the services of the entertainer Gotho the Inestima-

ble, the latter accepted graciously. He stayed at the

templars house for many days, performing for his

 f ami l y an d g u es t s . T h en J un i t h u s en t Go t h o a s a

 gi f t to the merchant house of Ryol. The Ryol house

accep ted Gotho in to the i r compound . He ca r r i ed

his lute , his costumes, and his orders to steal the

 g r e a t S t a r R u b y , a g e m o f g r e a t p r i c e r e c e n t l y

brought in by a caravan from the north.

 Mas t e r Ryo l , t h ou gh , was n o f o o l , an d he c on -

 f ronted Gotho about his mission. Gotho refused to

talkthat is , until Ryol of fered a price better than

 Junithus , and then the truth f lowed l ike prec ious

wate r . Ryo l made a counte r -proposa l , tha t Go tho

r e t u r n t o J u n i t h u s h o u s e a n d a s s a s s i n a t e h i m .

Upon presenting the body, Master Ryol promised a

 fortune in silver an and jewels.Two days later, a large package arrived in the Ryol

compound. Master Ryol opened it in private to find

the corpse of the templar Junithu within. Later that

night, he met with Gotho, presented the entertainer 

with his rewards and an escort to leave the city.

But the next morning, a l iv ing Junithu, f lanked

by several guards, presented himself at Ryols gates.

F labbe rgas t ed , Mas te r Ryo l f l ed to h i s chamber s ,

o n l y t o f i n d t h a t t h e p a c k a g e c o n t a i n e d t h e d e a d

body o f one o f the Shadow Kings concubines the

illusion placed on it had worn off. Guards kept Ryol

and Junithu from flying at each others throats, but

accusations flew. They brought suit against one an-

other in Nibenays royal court. The sorcerer-king,

wanting to be certain he punished the guilty party,

decided to execute them both.Gotho the Inestimable did not return to Nibenay

 for many years .

69

Page 71: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 71/162

Rogue Spell Progression

Spell Level

Level 1 2 3 4 5 6

21 2 1

2 2 3 2 1

23 4 3 2 1

2 4 4 4 2 2

25 5 4 3 21

2 6 5 5 4 3 2

2 7 5 5 5 4 3 1

2 8 5 5 5 5 4 2

2 9 6 6 5 5 5 3

30 6 6 6 6 5 4

7

1

2

Here are the available illusionist spells.

1st -Level : audible glamer, cantrip, change sel f ,

Nys tu l s mag ica l aura , phantasma l f o r c e , spook ,

ventriloquism.2nd-Level : bl indness , b lur , foo l s go ld , hypnotic

 p a t t e rn , i mp roved ph ant as ma l f o r c e , i n v i s i b i l i t y ,

Leomunds trap, mirror image, misdirection, whis-

 peri ng wi nd.

3rd-Level: illusionary script, invisibility 10 radi-

us, phantom steed, spectral force, wraith form.

4th-Level:  fe ar , ha llu ci nat or y ter ra in, il lus io nary

wall, improved invisibility, minor creation, phantas-

mal ki l ler , rainbow pattern, shadow monsters , va-

cancy.

5th-Level : advanced i l lusion, demi-shadow mon-

sters, dream, major creation, seeming, shadow door,

s h a d o w m a g i c .

6 t h - L e v e l : demi -shadow mag ic , eyeb i t e , mirage

ar cana , mis l e ad , p e rmanent i l lus i on , p rogrammed

illusion, project image, shades, veil.

7 t h - L e v e l : mass inv i s ib i l i ty , s e que s t e r , shadow

walk, s imulacrum.

Bards Beyond 20th Level

In addition to learning illusionist spells, bards at

high levels also learn how to use and create magical

scrolls. They can also brew a limited number of po-

tion fruits.

Bards do not add to their list of poisons beyond

20th level.

Scroll use: Beyond 20th level, a bard can read any

wizard or priest scroll and cast the spells which are

upon it. The bard can determine what spells are on

the scroll just by looking at it.

Penning scrolls: A bard who reaches 23rd levelcan create scrolls, subject to all the restrictions for

wizards. The bard must copy each spell from his

own spell book or from another scroll he already

owns. Unfortunately, bard-created scrolls tend to be

less reliable than those made by wizards: the bard

can only add his level beyond 20th.

Brewing potions: At 21st level, bards learn to en-

chant magical potion fruits. But as their knowledge

of the broadest spectrum of magical powers is lim-

ited, so too is the number of potions they learn toproduce. At 21st level and every level beyond that,

roll on Table 89: Potions and Oils (in the DMG)  to

see what type of potion fruit the bard learns to brew.

The bard must write the recipe into a spell book. If

that book is ever lost, so too is the formula. If a du-

plicate is rolled, then the bard has learned a second

method to create the same potion fruit. If DMs

Choice is rolled, let the player choose the potion.

The bard does not need a laboratory for potion

brewing. As with potions for wizards, roll percentiledice secretly to determine if the potion fruit has

taken. The base chance is still 70%. Improve the

chance 1% for every 100 cp worth of ingredients

and every level of the bard above 20th.

Thieves Beyond 20th Level

At their highest levels, thieves gain a new category

of abilities and can improve their Dexterity scores.

Dexterity improvement: On gaining a new level, athief may forego the usual 30 discretionary percent-

age points and instead add 1 point to his Dexterity

score. A thief can raise his Dexterity score to a max-

70

Page 72: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 72/162

imum of 21 this way. The increase is immediate and

affects all aspects of play, from Armor Class and

missile fire to all thief abilities.

New thief abilities: At 21st level, all thieves gain

six new skills with base scores, as modified by a char-

acters race and Dexterity score. The thief can im-

mediately apply discretionary percentage points to

these new abilities at 21st level and at all subsequent

levels.

Thieving Skill Base Scores

Skill Base Score

Detect Magic 5 %

Detect Illusion 8 0 % ( 1 0 % ) *

Forge Document 1 0 %

Bribe Official 5 %

Dig Tunnel 1 5 %

Escape Bonds 1 0 %

* A thiefs Detect Illusion skill starts at 10% if the

character chooses it at first level (see Variable

Thief Skills below).

Thief Skill Racial Adjustments

(Optional)

Half-

Skill Dwrf Elf El f Hlf lng Mul

Detect Magic -5% +10% +5%

Detect Illusion +5% +5% +5% Forge Document 10%

Bribe Official -5% +15% +5% -5%

Dig Tunnel +10% -10% -5% +10%

Escape Bonds +10%

Thieving Skills Armor Adjustments

Skill N o A r m o r A r m o r

Detect Magic

Detect Illusion

F o r g e D o c u m e n t - 5 %

Bribe Official + 5 % - 1 0 %

Dig Tunnel + 5 % - 1 5 %

Escape Bonds + 5 % - 1 0 %

Thief Skil l Dexterity Adjustments

Det Frge Bribe

D E X M g c / I l l D o c Offcl

9 -15%

10 -10%

11 -5%

12

13

14

15

16 +5%

17 +7%

18 +10%

17 +15%

20 +17%

21 +20%

2 2 +22%

Dig Esc

T n n l B n d s

-10% -20%

- 5 % - 1 5 % - 1 0 %

- 5 %

+ 5 %

+ 5 % + 1 0 %

+10% +12%

+15% +15%

+ 2 0 % + 1 7 %

+ 2 5 % + 2 0 %

Skill Explanations

Detect Magic: A skilled thief learns to sense the

magical properties of an objectthe faint glow or

vibrations peculiar to enchantment. If allowed to ex-

amine (and touch) an object for a full turn uninter-

rupted, the thief can check to see i f he detects

magic.

The DM should make all the die rolls for this

skill. If the result is less than or equal to the thiefs

skill level, the thief accurately determines whether or

not the object is enchanted. He does not learn the

level or nature of the enchantment, only that one

exists. If the roll fails and the result is greater than

70 plus the thiefs level, the DM should present er-

roneous informationmagical items appear non-

magical, and vice versa.

Note that extremely large objects (entire rooms,

walls, dunes, etc.) may, at the DMs discretion, re-

quire more time to examine or be simply too much

for the thiefs skills.Detect Illusion: As masters of illusions them-

selves, high-level thieves can use this skill to detect

suspected illusions. This skill is not automatic, like a

71

Page 73: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 73/162

gem of seeing or similar magic; the thief must state

that he is using the skill and spend an entire unin-

terrupted round viewing the suspected illusion.

Other characters must make a saving throw vs.

magic to disbelieve an illusion, modified for the situ-

ation. A thief can instead roll against this skill. Fail-

ure means that the thief believes the illusion is

genuine. Success means that the thief knows the il-

lusion is a fraud.Sudden illusions cannot be so detected. Nor can

illusions which the thief cannot examine for an en-

tire round.

Forge Document: The thief uses this skill to mim-

ic the handwriting of another character or creature,

or to re-create a common form or document. In ei-

ther case, success depends upon the thiefs skill, his

familiarity with the original, and the examiners level

of scrutiny.

A thief attempting to forge should have an exam-ple of the original on which to base his work. With-

out such an example, the thief suffers an automatic

-10% penalty on every skill roll. Having a wide va-

riety of examples can actually improve the process,

granting as much as a +5% bonus (DMs option).

Every time the forgery is examined, the thief

makes a skill roll. A forged pass allowing a slave to

travel by night, for instance, might be examined by

several different guards through the course of an

evening. The skill roll is made every time. An exam-

iner inspects documents in a manner that reflects

his reaction to the holder.

Friendly Gives document only the sl ightest

g l a n c e . B o n u s + 1 5 % .

Indifferent Gives document a cursory glance.

B o n u s + 5 % .

Cautious Takes time to look over the document.

No bonus or penalty.

Suspicious Scrutinizes the document carefully.

P e n a l t y - 1 0 % .

Hostile Questions everything; may even call a

genuine document a forgery! Penalty -20%.

The observers reaction should be determined us-

ing Table 59: Encounter Reactions, in Chapter 11

of the Dungeon Masters Guide. An observer look-

ing at a forgery that isnt accompanied by a charac-

ter should still roll his reaction, as if confronted by

an indifferent player character.

Special situations abound. The observer might

know for certain that the document could not be

real, or that it is highly irregular. Guards are more

cautious when they suspect trouble. A discoveredforgery may or may not point back to the forger, but

it certainly reflects poorly on the holder.

The thiefs forging skill extends to paper and

papyrus, stone tablets, signet rings, etc.

Bribe Official: A thief uses this skill to sway the

reactions of NPCs with small gifts of coin or mer-

chandise. Success depends on the thiefs skill, the

NPCs initial reaction, and the ceramic piece value

of the bribe offered.

When a bribe might be necessary, roll the NPCsreaction in secret, noting the exact roll and reaction.

If the reaction is friendly, the NPC probably does

what the player character wishes without any bribe

at all. If the reaction is not friendly, the rogue may

try offering a bribe.

The original reaction die roll must be modified

enough (through bribery) to make the reaction

friendly. For instance, if the roll was 15 (cautious),

and 7 is the highest number to receive a friendly re-

action, the roll must be modified by 8. Determine

the station of the NPC using the table below, then

roll the dice indicated. The number of ceramic piec-

es indicated by the roll is the minimum bribe per -

1 modifier.

Continuing the previous example: If the NPC is

a soldier, the DM could roll 3d8 to get 20 cpso the

thief must offer a total of 160 cp (20 x 8) to have a

chance of success. Of course, only the DM knows

the initial reaction die roll, bribe die roll, and exact

station of the NPC, though the thief may be able to

guess the first and last.

Once the thief arrives at the ceramic piece value

of his bribe, he rolls against his skill. Failure indi-

72

Page 74: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 74/162

cates that the bribe did not work and the NPCs

reaction immediately changes to hostile. A success-

ful roll means the bribe worked, provided enough

coinage was offered. If not, the bribe failed.

Bribery Table

NPC Stat ion Bribe

Peasant or Slave 2d4 cp

Freeman or Soldier 3d8 cp

Merchant or Officer 5d10 cp

Noble or General 5d100 cp

Bribes may also be material goods. Determine the

coin value of the item, then consider whether or not

the NPC might want i t . The bribe may include

services; role-play such situations carefully.

A bribed NPC wil l usually perform reasonable

services within the confines of his job or station. A

bribed guard will not attempt to assassinate the

sorcerer-king, for instance, but he may look the oth-

er way while several characters pass through his

gate.

Unusually corrupt NPCs may accept a bribe and

then betray the character anyway. Reserve this op-

tion only for the most dramatic story situations.

Dig Tunnel: As a part of his career, a thief can

learn the fine art of tunnelling. Success depends on

the thiefs skill, the material being tunnelled, and

the availability of tools.

The Tunnelling Table shows the time required to

dig through 10 feet of ground with adequate dig-

ging equipment. Having no tools doubles the time

for sand/loose earth or packed earth, and quadru-

ples it for rock. Having sufficient unskilled help can

speed the process by two hours per 10 feet regard-

less of material.

At the end of every 10 feet, make a skill check.

Failure means the tunnel collapses. It can be re-dug

at the loose-earth rate.

Tunnelling Table

Type of Earth Modifier Time

Sand/Loose Earth - 1 0 % 5 hours

Packed Earth 0 10 hours

Rock + 1 0 % 30 hours

A thiefs tunnelling skill is limited to shafts no

more than a few feet long. It cannot double for min-

ing skill.

Escape Bonds: Through contortion and raw skill,

a thief can learn to free himself from even the most

difficult bonds. The skill lets the thief break free

from tied rope or leather bonds, manacles, chains,

straight jackets, or any restraining device.

The thief must make a successful escape rol l

against every item binding him. For instance, if hes

bound at the wrists and at the ankles, he must make

two successful rolls to get free. Locked items do not

also require an open locks roll. One failure means

the bond cannot be slipped by that thief.

Normally, this skill takes five rounds per roll. The

thief can hurry his attempts but suffers a -5% pen-

alty per round omitted (minimum 1 round).

 Variable Thief Skills(Optional Rule)

At first level, a thief character can choose any 8 of

the 14 available skills: bribe official, climb walls, de-

tect noise, detect magic, detect illusion, dig tunnel,

escape bonds, find/remove traps, forge document,

hide in shadows, move silently, open locks, pick

pockets, and read languages. He begins the game

with the base score for those skills, as modified for

race and Dexterity, plus the 60 discretionary points

allowed for 1st-level thieves.

A human thief character who attains 21st level

immediately gets the remaining six skills at their

base level.

73

Page 75: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 75/162

74

Page 76: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 76/162

The Brown Elf Ledopolitan e lders maintain that several genera-

ons ago, a village woman bore a child whose intel-

c t was vas t b eyond h i s yea r s and whos e menta l

owers were accordingly strong. While st i l l a babe

e spoke every language and gained a mischievous

astery of telekinesis. Of course, he did this all as

n u n w a n t e d o r p h a n b o r n t o a h u m a n m o t h e r  

nd a long-departed e lven father , the half-e l f boy

ppropriately found no love in the village, living on

raps of garbage and what he could steal .

One day , an in to l e r ant shopke epe r , no doubt a

cent victim of one of the boys pranks, sought the

rongest psionicists in the village to control the ado-

scent. But the entire village went wide-eyed with

anic when the boy deal t back more than he took,

ven from the greatest masters in Ledopolus. En-

aged, the boy turned his youthful anger full-forcen the v i l lagers , k i l l ing and maiming, lashing out

ith all the ferocity that f i fteen years of scorn had

urned into h im. Those he d idnt k i l l he ens laved,

ontrolling their minds to do his wicked bidding.

But within the month, a stranger appeared at the

dge o f t own, a shrouded e l f whos e brown wrap-

ngs indi ca ted loy al ty to no tri be. The el f ma de no

ound, ye t the ha l f -breed boy sensed h im and ap-

e ar ed . The ir me ntal st ru ggl e too k on ly an ins tan t.

hen the stranger left, leaving behind the shatteredillage, its newly awakened (and very confused) in-

abitants, and the corpse of the evil half-elf boy.

hankful, the villagers sent out their fastest riders to

eward the solitary e l f , but they never found nor 

eard from him again.

Psionicists Beyond 20th LevelAll character races are unlimited in their progres-

ion as psionicists. Beyond 20th level, psionicist

haracters gain more sciences and devotions, plus

more psionic strength points and hit points, just as

hey did at lower levels. Psionicist characters never

ecome advanced beings.

7 5

Psionicist Experience Levels

Psionicist

Level

21

22

23

2 4

25

26

2 7

28

29

30

Experience

Points

3 ,300 ,000

3 ,600 ,000

4 ,000 ,000

4 ,400 ,000

4 ,800 ,000

5 ,200 ,000

5 ,600 ,000

6 ,000 ,000

6 ,500 ,000

7 ,000 ,000

Hit

Dice (d6)

9 + 2 4

9 + 2 6

9 + 2 8

9 + 3 0

9 + 3 2

9 + 3 4

9 + 3 6

9 + 3 8

9 + 4 0

9 + 4 2

Psionic Power Progression

Level

21

2223

24

25

26

2 7

28

29

30

Total Sciences

12

1416

18

20

22

24

26

28

30

Total Devotions

22

3033

37

41

45

50

55

60

70

High-level psionicists gain 2 hit points at every

level. They know all disciplines and have all defense

modes. They gain psionic strength points according

to the Inherent Potential Table (Complete Psionics

Handbook, Chapter One), just as at lower levels.

The OrderPsionics is a cornerstone of Athasian life and so-

ciety. In the wilderness, a creatures psionic powers

are often as important as its physical strength andspeed. In civilization, psionics is a tool for advance-

ment and political survival.

To the purist, the true student, psionics is a gift

that is given to all but understood by very few. The

Page 77: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 77/162

counted wild talents are the mindless masses of

has, granted by nature a basic psionic trick that

ey barely understand and bandy about with all

care of a mekillot in a tent city. They are mere

imalsindeed, less than animals, for the purists

gard animals with psionic abilities as noble beasts.

Only when one pursues the psionic sciences and

ciplines in earnest does he gain even a glimmer of

derstanding. The search for psionic mastery ise noblest of all endeavors, but most who find its

rengths use them for their own selfish ends. That

not how nature intended the minds precious

owers be used. So says the purist.

The Order is a rigid organization of the highest-

vel psionicists on Athas. They are dedicated to

ese two precepts: Psionics should only be studied

r its own sake, and psionic talents should only be

sed to preserve the natural order.

Psionics for its own sake: To members of the Or-er, psionics is not merely a tool or a means toward

n end. Psionics is a higher understanding, an area

study that purifies the mind and strengthens the

pirit. A purist of the Order believes that he gains

ore awareness of the universe with every new sci-

nce or discipline he masters, with every new iota of

sionic strength that he can muster.

Psionics to preserve the natural order: In the doc-

ne of the Order, psionics is a part of the natural

der, used by animals and primitives to survivegainst the harsh environment and against each

her. Animals have retained this philosophy, but

telligent races have perverted psionics, polarizing

along with their moralities. Nature knows no such

oralities. To a member of the Order, ambitions

nd ideals can only interfere with the purity of psi-

nics. The use of psionics to further such ambitions,

hether good or evil, is a crime against the natural

der. Psionicists who use their talents to further

uses of extreme good or extreme evil are criminals

ho must be located and stopped.

Organization

The Order has an organization that is at once

loose and rigid. It is rigid in the sense that members

fill different roles depending on their level of psionic

mastery, that there can be only so many members at

the upper levels, and that each member must ad-

here to the doctrines of the Order as a whole. Its

organization is loose, however, because there are no

regular meetings (physical meetings, that is) and be

cause each member operates independently within

his given role.

The Order is organized into two major sections,

the lower and upper orders.

The lower orders: All psionicists in the lower orders

are of levels 21 through 26. Lower-level psionicists can-

not petition for entry. Those of level 21, 22, and 23 are

entrants, while those of level 24, 25, and 26 are media-

tors. As the most junior of the lower order, entrants

perform most necessary day-to-day interactions with

the rest of Athas. Mediators make decisions about

Athasian affairs; they usually send entrants to deal

with perceived problems. Though the number varies,

there are usually around 30 entrants and 10 mediators

in the Order at any one time.

The upper orders: This elite body, consisting

solely of psionicists of levels 27 through 30, is struc-

tured in sixes, according to the six psionic disci-

plines. There are six cerebral masters, one assigned

to each discipline, and beneath each of these are six

 psiologists. There are always exactly 42 sapient be-

ings in the upper orders.

Enter ing the Order

Once any creature attains 21st level as a pure

psionicist, his mind attracts the Orders attention.

Mediators send one or more entrants to investigate

the new psionicist and learn his motivations. If the

new psionicist is of neutral alignment, they ap-

proach him to join the Order as a new entrant. If his

alignment is either good or evil, or if he refuses to

 jo in the Order, he is marked for death. Ul timately ,

76

Page 78: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 78/162

The attitudes of such low-level characters toward

law or chaos do not concern the Order.

Characters using other powers (armies, elemental

or wizardly magic, etc.) to further their good or evil

ends also do not concern the Order. Only the use of

powerful psionics draws the Orders attention. The

Order is not interested in supporting neutrality as

suchthey only seek psionic purity as they have de-

fined it.

All members of the Order must uphold this agen-

da. They must personally confront heresy according

to their roles; they must pursue greater psionic mas-

tery themselves; and they cannot personally use

their psionic powers for any purpose that is com-

pletely good or evil.

Roles

Within the Order, each classification of psionicisthas specific functions and means of advancement.

There is very little room for deviation within this

scheme. Radicalism can lead to disbarment, leaving

the radical a hunted renegade.

Entrants: The bottom rank of the lower order, en-

trants are the enforcement arm of the organization.

They wander Athas in search of psionic h eresy,

which they must report to their mediator contacts.

They may act upon such heresy only after receiving

specific instructions from the mediators. Ad van cem en t fro m en tra nt to me di at or : This is a

matter of time and, in game terms, experience levels.

An entrant automatically becomes a mediator upon

reaching 24th level.

Mediators: Mediators must collect information

on psionic heresy and delegate the responsibility for

eliminating that heresy. Mediators only occasionally

involve themselves personally with the destruction of

psionic heresy, calling on entrants to perform the ac-

tual hands-on work. Mediators only rarely informthe upper orders about their activities; they are ulti-

mately responsible for the suppression of heresy.

The upper orders dislike such interruptions.

this practice allows three types of psionicists above

20th level on Athas: the unapproached, members of

the Order, and the renegades.

Unapproached: Characters who have recent ly

risen to 21st level but who havent yet been contact-

ed by the Order are considered unapproached.

They operate unaware that the Order is watching

and evaluating them. The Order will contact them

before they reach 22nd level.

Members: Once taken into the Order, a charac-

ter still acts as an independent entity. He can still

o p e r a t e w i t h o t h e r c h a r a c t e r p s i o n i c i s t s a n d

otherwiseand he may range the entire span of

Athas unhindered. However, he must adopt the

Orders agenda, described below.

Renegades: High-level (21+) psionicists of either

good or evil alignments, or who have refused to join

the ranks of the Order, must proceed in the cam-

paign as renegades. Renegades have committed no

special crimes against anyone else on Athas, and so

need not fear the common people. However, the Or-

der hunts them relentlessly, sending entrants and

even beast servants against them until they are de-

stroyed. Provided he can avoid the Orders wrath, a

character can advance as a renegade to any level of

experience.

It is also possible that a member of the Order may

commit a breach of the agenda, becoming a rene-

gade at a much higher level.

Agenda

Members of the Order are the self-appointed

champions of psionic purity. As they see it, the up-

per orders pursue psionic purity, whereas lower or-

ders root out heretical psionicists.

The Order defines psionic heresy as the use of

powerful psionics for causes of extreme good or evil.

Powerful psionics are powers used by a psionicist of

greater than 20th level; below that level, the Order

regards psionicists as hardly more than children,

who cannot be held responsible for their actions.

77

Page 79: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 79/162

 Advancement f rom mediator to psiologist : Bridg-

ing this gap is more difficult, since it is the leap from

the lower orders to the upper. Since the upper or-

ders have a fixed number of members, a mediator of

merit must often wait for a position to open up. A

mediator gains merit by reaching 27th level, but he

continues to gain experience as a mediator until a

psiologist position becomes available. This may be

immediately after many years. The position that be-comes available dictates his specialty discipline in

the upper orders.

Psiologists: The junior members of the upper or-

der are concerned with physical research into psi-

o n i c s . T h e y c o n c e n t r a t e o n t h e i r s p e c i a l i z e d

discipline. They study psionic beasts, ancient re-

cords and ruins, and the use of psionics by all intelli-

gent creatures. They must convey their findings to

the other five psiologists in their discipline and to

their cerebral masters, but they choose their own re-

search projects and work methods.

 Advancement f rom psiologist to cerebral master :

This promotion is a matter of seniority within a spe-

cialty discipline. When a cerebral master dies, the

most senior psiologist takes his place. Experience

level has no effect. A 27th level psiologist might be-

come a cerebral master, though this is unlikely.

Cerebral masters: The six cerebral masters devote

their lives to personal psionic growth. Basing their

research in their own minds, they meet only with

other members of the upper orders, and then only

occasionally. Their solitary existence calls for mini-

mal contact with the world; they renounce all but

the necessities of life. A cerebral master might be

mistaken for an elderly vagabond. A cerebral mas-

ter chooses his own home, then rarely leaves it.

Because it takes many years to become a cerebral

master, and because any psionic means of life exten-

sion would be unacceptable to the Order, cerebral

masters tend to have only short tenures in their posi-

t ions. Natural ly long-l ived characterssuch as

dwarves, elves, and halflingslast longer. No thri-

kreen has ever become a master.

Within the Order, a character knows the identi-

ties of all members of his station, and he has up to

three contacts in the next higher level. For instance,

a mediator is acquainted with all mediators and en-

trants, and up to three psiologists, but no cerebral

masters.

Psionic Beastmaters

Members of the Order have no special affinity for

druids, though their outlooks on life seem compati-

ble, at least on the surface. To the Order, the

druids devotion is misguided by faith. To the few

druids who know of the Order, the psionicists ob-

session with only one facet of natures richness is

equally misguided.

The Order does, however, hold psionic beasts as

the most noble creatures on the planet . Psionic

creatures with animal intelligence use their powersfor only the purest endssurvival. Members of the

Order often study or even revere psionic animals.

Some members of the Order find work with psionic

animals both comforting and mutually beneficial.

Beast mastery: Available only to psionicists above

level 20, this telepathic devotion appears in Appen-

dix 3. DMs should understand its powers and limi-

tations fully before using beastmasters within the

Order.

Roles and the beastmasters: Any member of theOrder may use beasts, provided they help him in his

role. Entrants and mediators, for instance, use their

beasts to seek and stamp out psionic heresy. Psiolo-

gists and cerebral masters use their beasts to further

their research and understanding of psionics.

Renegades as beastmasters: Renegades may also

use beast mastery, and their use of psionic animals is

unrestricted. Animals have no concept of the Order

or its agenda.

7 8

Page 80: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 80/162

The Order in a Campaign

Though its members are individually powerful,

the Order is very small, and its effect on Athasian

life and culture is minimal. Concentrating as it does

on its version of psionic purity, the Order leaves oth-

er great forces on Athas unmolested. In fact, the

only characters who will likely ever encounter the

Order are psionicists who progress beyond 20th

level.

Legends of powerful psionicists and their exploits

are fairly common, but actual knowledge of the Or-

der is extremely rare. Members of the Order seldom

bring attention to themselves, since the activities of

the common folk dont warrant their interference.

That there exists some higher organization of myste-

rious, powerful psionicists is an uncommon rumor.

Its nature, members, and agenda are the subjects of

wild and inconsistent speculation. Even the sorcerer-

kings arent completely certain about the Order

some acknowledge its existence, but none has a clear

idea of its mission.

The player characters may meet a member of the

Order in their travels, though they may never iden-

tify him as such. Members of the lower orders are

wanderers, so making the acquaintance of one is not

out of the question. The DM may, in fact, intro-

duce an entrant or mediator NPC into his cam-

paign, especially if one of the player characters is anadvancing psionicist. Reintroducing the NPC when

the player psionicist reaches 21st level lends back-

ground color to the encounter.

A member of the Order appears very knowledge-

able. Little about the characters he meets, the cities

he visits, or the apparently secret plots he discovers

comes as a surprise to him. He can identify charac-

ters by name, and he knows something of their

backgrounds. And though he may raise suspicions,

he never stays around long enough to be found out.Often a member of the Order travels with beasts

under his control. Having animal companions is not

unusual on Athas, so this practice wont itself draw

suspicion. Astute characters might notice that the

members beasts are all inherently psionic, but that

alone wont pinpoint him as a member of the myste-

rious Order.

Before a player character psionicist reaches 22nd

level, he must deal with the Order as either a mem-

ber or a renegade. A member must act within his

role toward the agenda of the Order as a whole.

Failure to do so results in expulsion, which means adeath sentence from the organization.

The Order and the Sorcerer-Kings

Since the sorcerer-kings are, in fact, advanced

psionicists, the Order does keep abreast of their ac-

tivities. There are entrants in all seven cities, observ-

ing the sorcerer-kings and their use of psionics.

However, from the Orders viewpoint, the sorcerer-

kings are an established element of Athasian life,

and their use of psionics is likened to that of a noble

psionic animal. The Order is not at odds with the

sorcerer-kings in any way.

The Order and the Advanced Beings

Emerging dragons and avangions also attract the

attention of the Order. Since their psionics are in-

herently corrupted with magic, the Order does not

perceive them as a threat to the purity of psionics.

However, this matter is still debated among the cere-bral masters. For the time being, the Order only

monitors the activities of the advanced beings. Be-

cause they seem to be emerging as natural enemies,

dragons and avangions will most likely prey on each

other. This satisfies the Orders concern over pre-

serving the natural order.

The Order has no interest in the affairs of charac-

ter elementals.

7 9

Page 81: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 81/162

1st LevelAffect Normal Fires

Ala r m

Ar m or

Audible Glamer

Burning Hands

Cantrip

Change Self

Charm Person

Chill Touch

Color Spray

Comprehend Languages

Dancing Lights

Detect Magic

Detect Undead

Enl a rg e

Erase

Feather Fall

Find Familiar

Friends

Gaze Reflection

Grease

Hold Portal

Hypnotism

Identify

 J u m p

Light

Magic Missile

Mending

Message

Mount

Nystul's Magical Aura

Phantasmal Force

Protection From Evil

Re a d M a gic

Sh ie ld

Shocking Grasp

Sleep

Spider Climb

Spook

Taunt

Tensers Floating Disc

Unseen Servant

Ventriloquism

Well of Fog

Wizard Mark

2nd LevelAlter Self

Bind

Blindness

Blur

Continual Light

Darkness, 15 Radius

Deafness

Deeppockets

Detect Psionics (in DSRB)

Detect EvilDetect Invisibility

E S P

Fleming Sphere

Fog Cloud

Fools Gold

Forget

Glitterdust

Hypnotic Pattern

Improved Phantasmal Force

Invisibility

Irritation

K n o c k

Know A l i g nment

Leomunds Trap

Levitate

Loca te Ob j ec t

Magic Mouth

Melfs Acid Arrow

Mirror Image

Misdirection

Protection From Cantrips

Pyrotechnics

Ray of Enfeeblement

Rope Trick

Scare

Shatter

Spectral Hand

Stinking Cloud

Strength

Summon Swarm

Tashas Uncontrollable Hideous Laughter

Wakefulness (in DK)

W e b

Whispering Wind

Wizard Lock

3rd LevelBlink

Clairaudience

Clairvoyance

Delude

Dispel Magic

Explosive Runes

Feign Death

Fireball

Flame Arrow

Fleet Feet (in DSRB)

Fly

Gust of Wind

Haste

Hold Person

Hold Undead

Illusionary Script

Infravision

Invisibility, 10 Radius

Item

L eomunds Tiny Hut

Lightning Bolt

Melfs Minute Meteors

Monster Summoning I

Non-Detection

Phantom Steed

Protection From Evil , 10 Radius

Protection From Normal MissilesSecret Page

Sepia Snake Sigil

Slow

Spectral Force

Suggestion

Tong ues

Vempiric Touch

Water Breathing

Wind Wall

Wraithform

4th LevelCharm Monster

Confusion

Contagion

Detect Scrying

Dig

Dimension Door

Emotion

Enchanted Weapon

Enervation

Evards Black Tentacles

Extension I

Fear

Fire Trap

Fire Shield

Fire Charm

Fumble

Hallucinatory Terrain

Ice Storm

Illusionary Wall

Improved Invisibility

Leomunds Secure Shelter

Magic Mirror

Massmorph

Minor Creation

Minor Globe of Invulnerability

Monster Summoning II

Otilukes Resilient Sphere

Phantasmal Killer

Plant Growth

Polymorph Self

Polymorph Other

Psionic Dampener (in DSRB)

Rainbow Pattern

Rarys Mnemonic Enhancer

Raze (in DSRB)

Remov e Curse

Shadow Monsters

S hout

Solid Fog

Spider Strand (in DK)

Stoneskin

Transmute Send to Stone (in DSRB)

Vacancy

Well of Fire

Well of Ice

Wizard Eye

5th LevelAdvanced Illusion

Airy Water

 An i mal Gr ow th

Animate Deed Av oi da nce

Bigbys Interposing Hand

Ch a os

Cloud kill

Cone of Cold

Conjure Elemental

8 0

Page 82: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 82/162

Contact Other Plane

Demi-Shadow Monsters

Dismissal

Distance Distortion

Domination

D r e a m

Extension II

Fabricate

False Vision

Feeblemind

Hold Monster

Leomunds Lamentable Belaborment

Leomunds Secret Chest

Magi c Jar

Major Creation

Monster Summoning III

Mordenkainens Faithful Hound

Passwall

Rejuvenate (in DSRB)

Seeming

Sending

Shadow Door

Shadow Magic

Stone Shape

Summon Shadow

Telekinesis

TeleportTransmute Rock to Mud 

Wall of Force

 Wall of Iron

Wall of Stone

6th LevelAnt,-Magic Shell

Bigby's Forceful Hand

Chain Lightning

Conjure Animals

Contingency

Control Weather

Death Fog

Death Spell

Demi-Shadow MagicDisintegrate

Enchant an Item

Ensnarement

Extension III

Eyebite

G eas

Glassee

Globe of Invulnerability

Guards end Wards

Improved Haste (in DK)

I m p r o v e S l o w ( i n D K )

Invisibile Stalker

Legend Lore

Lower Water 

Mass Suggestion

Mirage Arcane

Mislead

Monster Summoning IV

Mordenkainens Lucubration

Move Earth

Otilukes Freezing Sphere

Pert Water

Screen

Sertens Spell Immunity

Sink

Symbol

Trap the Soul

9th LevelAstral Spell

Bigby's Crushing Hand

Crystalbrittle

Energy Drain

Foresight

G ate

Imprisonment

Meteor Swarm

Monster Summoning VII

Mordenkainens Disjunction

Power Word, Kill

Prismatic Sphere

Shape Change

Succor

Temporal Stasis

Time Stop

Vampiric Youthfulness (in DK)

Weird

Wi sh

10th Level (all in DK)Abrasion

Advanced Domination

Defiler Metamorphosis

Defiling Stasis

Defiling Regeneration

Dome of Invulnerability

Enchanted Armaments

Enslave Elemental

Immediate Animation

 Just So ve re ig n

Life Extension

Magical Minions

Magical Plague

 Ma ss Fa na ti ci sm M a s q u e r a d e

Mountain Fortress

P a c t

Preserver Metamorphosis

Prolific Forestation

Prolific Vegetation

Pure Breed

Raise Nation

Recruitment

Reverse Loyalties

Rift

Rolling Road

Undeads Lineage

Wall of Ash

Italicized spells are reversible

Bold spells are modified in the DARK SUN Rules

Book

( i n DS RB) presented i n the DARK S UN Rul es

Book

(in DK) presented in this book

Permanent Illusion

Programmed Illusion

Project Image

Reincarnation

Repulsion

Shades

Stone to Flesh

Tensers Transformation

Transmute Water to Dust 

True Seeing

Veil

7th LevelBanishment

Bigbys Grasping Hand

Charm Plants

Conjure Greater Elemental (in DK)

Control Undeed

Delayed Blest Fireball

Doom Legion (in DSRB)

Drawmijs Instant Summons

Duo-Dimension

Finger of Death

Forcecage

Limited Wish

Mass Invisibility

Monster Summoning VMordenkainens Magnificent Mansion

Mordenkainens Sword

Phase Door

Power Word, Stun

Prismatic Spray

Reverse Gravity

Sands of Time (in DK)

Sequester

Semipermanency (in DK)

Shadow Walk

Simulecrum

Spell Turning

Statue

Teleport Without Error

Vanish

Vision

8th LevelAntipathy-Sympathy

Bigbys Clenched Fist

Binding

C l one

Create Tree of Life (in DSRB)

Dem and

Glassteel

Incendiary Cloud

Mess Charm

Maze

Mind Blank

Monster Summoning VI

Otilukes Telekinetic Sphere

Ottos Irresistable Dance

Permanency

Polymorph Any Object

Power Word, Blind

Prismatic Wall

Protection From Time (in DK)

Page 83: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 83/162

82

Page 84: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 84/162

Second-Level SpellsWakefulness (Enchantment/Charm)

Reversible

Range: 30 yards

Components: V, S , M

Duration: 8 hours

Casting Time: 2

Area of Effect: One creature

Saving Throw: Neg.

With this spell, the recipient is able to postpone

sleep. For the duration of the spell, the recipient

feels wide awake and energetic, but immediately be-

comes exhausted when the spells effects wear off; he

must then sleep for eight hours or suffer a -2 pen-

alty to all attack rolls and saving throws until he

does. Multiple wakefulness spells cast on one recipi-

ent cause him to remain awake for eight hours per

spell, but he must get eight hours of sleep per spell

after they have worn off to eliminate the attack and

save penalty. Recipients who dont sleep cannot re-

cover spells cast. They can continue to march or ad-

venture normally. A recipient cannot naturally doze

off while under the influence of this spell.

This spell exactly counters the effects of a sleep

spell on one creature. When sleep is cast on a recipi-

ent of this spell, he is entitled to a saving throw with

a + 3 b o n u s .

The material component for this spell is a tiny

glass bell.

Fourth Level Spells

Spider Strand (Evocation)

Reversible

Range: 30 yards

Components: V, S , MDuration: 1 round/level

Casting Time: 4

Area of Effect: Special

Saving Throw: Special

With this spell, the caster causes a single strand

of strong spider web to shoot forth from his hand.

The web becomes part of the caster for the duration

of the spell or until he wishes it to detach itself from

him; he need not hold on to the strand with the cast-

ing hand, leaving it free for casting other spells, but

he cannot hold anything with that hand. The strand

itself is roughly half an inch in diameter and is very

strong and sticky. The length of the strand is one

yard per level of the caster. The strand will hold up

to 2,500 pounds without breaking. Any creature

wishing to break the strand must roll a half bend

bars roll (since the strand is tougher than steel).

If the strand is shot at an inanimate object, such

as a wall or ceiling, the wizard automatically hits.

The strand sticks to its target and can only be torn

loose by putting more than 2,500 pounds of tension

on it or by a successful half bend bars roll. If the

strand is shot at a creature, the target receives a sav-

ing throw versus spell to avoid it. If hit, the creature

becomes wrapped up by the excess length. For in-

stance, a bugbear standing 10 yards away, struck

with a strand from a 15th-level wizard, is wrapped in

five yards of the strand.

Yards to

Creature Size Immobilize Yards to Impede

Tiny 1 1

Smaller 2 1

Man-sized 3 2

Large 5 3

Huge 10 7

Gargantuan 30

An immobilized creature cannot move, attack, or

cast spells; a gargantuan creature cannot be immo-

bilized. An impeded creature moves at half rate and

attacks only half as often, with a -2 penalty to the

attack roll.

Every yard must be broken individually, each re-

quiring a half bend bars roll. Only one creature can

be so entangled per spell.

83

Page 85: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 85/162

The reverse of this spell, weaken webs, allows the

person touched to move freely through webs either

naturally or magically created (even those made

from a spider strand spell).

The material component for this spel l is the

webbing gland from a spider that was at least as

large as the casters hand (or, for its reverse, a pair

of tiny shears).

Sixth-Level Spells

Improved Haste (Alteration)

Range: Touch

Components: V, S , M

Duration: 1 round/level

Casting Time: 1 round

Area of Effect: Creature touched

Saving Throw: None

This spell lets the wizard bestow tremendous speed

on any one creature. The quickened creature func-

tions at double its normal movement and attack rates,

basically moving and attacking normally, but twice in

the round. The quickened creature rolls initiative for

each round normally; his first basic action always hap-

pens at initiative 0 in the round, and he then goes

again on his rolled initiative number. The recipient al-

so receives a +4 bonus to his Dexterity score (to a

maximum of 25) for the duration of the spell, which

can affect his reaction adjustment, missile attack ad-

 justment, and defensive adjustment. Casting the spell

takes one entire round, during which both the recipi-

ent and the caster can do nothing else (or just the cast-

er when he is casting the spell on himself), then the

spell lasts for rounds equal to the casters level.

Unlike the normal haste spell, this spell has no

effect on the recipients age. This spell negates the

effects of a slow spell. It is not cumulative with itselfor with other similar magic.

The material components for this spell are a lump

of grease and a spark from a flint and steel.

Improved Slow (Alteration)

Range: 90 yards +10 yards/level

Components: V, S, M

Duration: 1 round/level

Casting Time: 6

Area of Effect: Thirty 10 cubes.

Saving Throw: Neg.

This spell causes the affected creatures to move

and attack at 1/ 9 their normal rate. In combat, af-

fected creatures only attack every ninth round, and

they cannot cause damage from normal melee at-

tacks. However, they do attack with a -8 penalty

for nonstandard melee attacks, such as touch en-

ergy drain and paralysissuch attacks, if success-

f u l , h a v e t h e i r s t a t e d e f f e c t w i t h o u t p e n a l t y .

Creatures under this spell have a +8 penalty to

their AC as well. The caster can vary the area ofeffect as desired, arranging the thirty 10 cubes

(30,000 cubic feet total) in any continuous shape,

provided no section extends beyond the range of the

spell. All creatures entirely within the area of effect

may be slowed, but each is entitled to a saving throw

versus spell to negate the spell. This spell negates

the effects of a haste or improved haste spell.

The material component for this spell is a tiny

golden statue (minimum 10 gp value).

Seventh-Level Spells

Conjure Greater Elemental

(Conjuration/Summoning)

Reversible

Range: 30 yards

Components: V, S

Duration: 1 turn/level

Casting Time: 1 turnArea of Effect: Special

Saving Throw: None

8 4

Page 86: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 86/162

This spell allows the caster to summon a single

greater elemental from, in the case of priests, their

sphere of major access, or in the case of wizards,

from any plane. The Hit Dice of the elemental are

determined randomly.

Roll Hit Dice

01-65 10

66-90 14

9 1 - 0 0 18

This spell is otherwise identical to the fifth-level

priest spell, conjure elemental. Greater elementals

are described in the  Monstrous Compendium,

DARK SUN Appendix, Terrors of the Desert .

Sands of Time (Alteration)

Reversible

Range: 10 yards

Components: V, S, M

Duration: 1 round

Casting Time: 8

Area of Effect: Up to 10 cubic feet/level

Saving Throw: Neg.

With this spell, a wizard can reverse the effects of

aging and erosion on any nonliving, material object.

The amount of aging that can be so reversed de-

pends upon the level of the caster.

Sands of Time Table

Level

9

10

11

12

13

14

15

16

17

18

19

2 0

2 1

2 2

2 3

2 4

2 5

2 6

2 7

2 8

2 9

3 0

Effects on PapyrusTime Reversed

30 days Faded

1 year Fragile

2 years Brittle

5 years Crumbled

10 years D u s t

20 years

50 years

100 years

200 years

500 years

1,000 years

2,000 years

5,000 years

10,000 years

20,000 years

50,000 years

100,000 years

200,000 years

500,000 years

1,000,000 years

2,000,000 years

5,000,000 years

 Wood Soft Stone

Faded

Fragile

Brittle

Crumbled Paint

D u s t Etching

Relief

Form

½

¾

Dust

Hard Stone Metal

Paint

Etching

Paint

Etching

Relief

Form

½

¾

D u s t

Relief

Form

½

¾

D u s t

85

Page 87: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 87/162

Page 88: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 88/162

This spell can also be used to lengthen the dura-

tion of the following object/creature or area-effect

spells:

enlarge

f e ar 

gust of wind

invisibility

magic mouth

prismatic sphere

stinking cloud

wall of fire

wall of force

web

Finally, these spells can be cast upon Objects or

areas only and rendered semipermanent:

a la rm

audible glamer 

dancing lights

solid fog

wall of fire

distance distortion

teleport

In applications other than those directed on the

caster, this spell can be dispelled normally to negateits effects.

The DM may allow other selected spells to be

made semipermanent. The selected spell must be

researched anew, costing as much and taking as

long as its original research. The DM must decide

whether a specific spell can be made semiperma-

nent. This spell cannot be used in the process of

manufacturing magical items.

The material components are a drop of dwarfs

blood and a tiny metal anvil (50 gp minimum).

Eighth-Level Spells

Protection from Time (Abjuration)

Range: Touch

Components: V, S , M

Duration: 1 week

Casting Time: 1 round

Area of Effect: Creature touchedSaving Throw: None

When this spell is cast, it creates a magical barrier

around the recipient at a distance of one inch. The

barrier moves with the recipient and protects him

from the adverse effects of time. This spell can be

cast on any living creature, but multiple spells are

not cumulative. The recipient does not age during

the spells duration, though this wont have a no-

ticeable effect on his lifespan unless many suchspells are cast in series; the recipient should keep

track of how many  protection from time spells have

been cast on him so the DM can add one week to

his total natural lifespan for each. A significant

number of such spells can postpone aging effects for

the recipient. When confronted with a magical ag-

ing effect (such as a wish spell or a hit by some pow-

erful undead creatures), the recipient gets a saving

throw versus spell to avoid the effect (or an addition-

al save if one is already allowed). Whether or not thesave succeeds, the  protection from time spell is dis-

pelled immediately.

The spell is not automatically dispelled upon the

characters deathit continues to protect the body.

If the so-called neg 10 rule (Hovering on

Deaths Door, DMG, page 75) is being used, the

recipient does not automatically lose one hit point

each round after falling to 0 or below. Also, for pur-

poses of magical resurrection through raise dead or

reincarnation spells, time since death for the recipi-

ents dead body does not start accumulating until

after the  protection from time spell has ended.

87

Page 89: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 89/162

This spell does not cause time to stop within the

barrier around the recipient; he moves through time

at the same rate as other characters. The character

must still eat, drink, and rest as usual. This spell

does not affect the duration of other spells.

The material component is a golden hourglass

filled to capacity with diamond dust (minimum 75

gp value).

Ninth-Level Spells

Vampiric Youthfulness (Necromancy, Alteration)

Range: Touch

Components: V, S

Duration: Permanent

Casting Time: 9

Area of Effect: Special

Saving Throw: Neg.

With this spell, the caster makes himself younger

by leeching the life energy out of another creature.

The victim must have Hit Dice or levels at least

equal to the casters level, and he must be at full hit

points at the time the spell is cast; undead, extra-

planar beings (such as elementals), and other non-

corporeal creatures cannot be affected by this spell.

A charmed creature will not willingly submit to this

spell, though a creature under the effects of a domi-

nation spell will; even a willing victim makes a saving

throw to negate this spell. The caster and the victimmust be touching for the entire casting time of the

spell; any interruption negates it.

Once cast, the victim ages 10 years immediately.

If this would take the victim beyond his normal life-

span, he dies; otherwise, the victim remains uncon-

scious for 24 hours. The victim may suffer aging ef-

fects immediately upon regaining consciousness.

The caster becomes one year younger. Present dam-

age is not healed, nor are curses or diseases re-

m o v e d . T h e c a s t e r r e t a i n s a l l m e m o r i e s a n dexperience points.

88

Page 90: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 90/162

Performing this spell on an unwilling victim is de-

finitely an evil act and cannot be undertaken by a

good character, even against an evil victim. How-

ever, there may be circumstances when a good char-

acter could use this spell, such as when the victim is

willing and has plenty of years to spare.

Psionic Enchantments

Tenth-Level Spells

Many of these spells call for elaborate prepara-

tion, rare material components, and conditions that

must be met prior to or during casting. Often, meet-

ing these requirements calls for small adventures in

and of themselves. The DMs involvement is critical

to the role-playing of these powerful spells.

Defilers and 10th-level spells: These defiling

spells leech life not only from plants but from living

creatures. All living creatures within the radius of

effect (which is the same as for 9th-level spells) take

1d6 points of damage per spell level (save for half

damage). Some spells call for a number of Hit Dice

of living creatures as part of the material compo-

nents for the spell. These creatures are destroyed

with the casting of the spell, just like other spell

components no saving throw is allowed.

Abrasion (Evocation)

Range: 90 yards

Components: V, S , M

Preparation Time: 10 days

Duration: 120 days

Casting Time: 10 turns

Area of Effect: Special

Saving Throw: None

The spell can be cast in the following terrains:

rocky badlands, stony barrens, sandy wastes, salt

flats, and boulder fields. Once cast, the wizardshapes the area of effect, which totals ten 100 yard

by 100 yard squares, plus five additional squares

per level of the caster above 20th (a 25th level wizard

could, therefore, lay them end to end, making a bar-

rier 100 yards wide and 3,500 yards, or just over 2

miles long). The area of effect can be shaped, in anyway desired, out of these building blocks. Any vege-

tation there will remain unaffected.

Any creature that puts his full weight against the

affected area of ground will suffer damage. On the

first round of contact, it will inflict 1 point of dam-

age. On the second, it will inflict 1 point of damage

per Hit Die. On the third and subsequent rounds,

it will inflict 1d3 points of damage per Hit Die. Es-

pecially tough hide or footwear may postpone dam-

age for one or, at most, two rounds. By the nature of

the damage, after suffering half of their total hit

points in damage a creature will be unable to free

himself (at the DMs option).

The material components for this spell are sands

caught in a driving wind, and fragments of bone

from creatures blasted clean in sandstorms. These

must be mixed during the preparation time.

Advanced Domination (Charm)

Range: 10 yards/level

Components: V, S , M

Preparation Time: 7 days

Duration: Special

Casting Time: 1 turn

Area of Effect: 1 person

Saving Throw: None

With this spell, a wizard can cause the ground to This spell lets the wizard control the actions of

vibrate violently, turning the gravel and sand into any person of the player character races (human,

deadly abrasives. During the preparation time, the dwarf, elf, half-elf, half-giant, halfling, mul, or thri-

caster must enchant and mix the spell components, kreen). During the preparation time, the wizard

spending at least eight hours per day in isolation. must be in constant contact with an i tem once

89

Page 91: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 91/162

owned by the intended victim, an item that is some-

how emotionally prized by that character. For in-

stance, a letter from a loved one, the characters

first metal weapon, a family heirloom, etc., would

suffice. (Emotional attachment to the item is up to

the DM). The time spent procuring the item does

not count toward the preparation time; the wizard

can undertake any activity during that time, provid-

ed he carries the item on his person.Once cast, the victim gets no saving throw. Pro-

t e c t i on f r om ev i l i n n o w a y h i n d e r s t h i s s p e l l .

The caster can then control the actions of the vic-

tim within the limits of the subjects body, through

telepathic contact. The subject cannot resist this

control.

This spell lasts until one of the following occurs:

an immediate relative (sibling, parent, or child) of

the subject retrieves the prized item and destroys it;

a period of time passes equal to the length of timethe subject cherished the emotionally prized item;

the caster chooses to end the spell. Keeping a sub-

 j e c t u n de r a d v a n c e d d o m i n a t i o n c o u n t s a s o n e

10th-level spell against the casters maximum. Once

ended, the prized item disappears.

The material component for this spell is the emo-

tionally prized item. The item may or may not have

any intrinsic value.

Defiler Metamorphosis (Alteration/Evocation)

Range: 0

Components: V, S , M

Preparation Time: Variable

Duration: Permanent

Casting Time: Special

Area of Effect: The caster

Saving Throw: None

Defilers who have earned sufficient experiencepoints to advance to the next stage of their dragon

metamorphosis must successfully cast this spell.

Once cast, the defiler mutates his physical form

drastically, each time becoming less human and

more dragon.

The defiler may begin his preparation time at any

point as he approaches his next level, building struc-

tures, gathering components, studying, etc. But the

spell cannot be cast before he has earned all neces-

sary experience points . Though the experience

points have been earned, the defiler gains no bene-

fits of his new level until after the defiler metamor-phosis spell is cast.

The exact material components, preparat ion

time, and casting time differ, depending on what

level the defiler is about to achieve, grouped by level

into low, middle, high, and final metamorphosis.

Low (21st , 22nd, and 23rd levels) : When ap-

proaching these levels, the defiler is merely begin-

ning his metamorphosis toward dragon form. The

preparation time at these levels must be at least one

year, during which time the caster must have accessto ancient documents, tablets, and scrolls that have

never been studied by another defiler. Such materi-

als must be discovered by the defiler or his minions

and must be studied for at least eight hours every

day for the entire year. Acquisition of such docu-

ments will usually be a quest in and of itself; once

used, these documents cannot be used for this spell

again. The material components must include vast

riches (at least 10,000 gp worth of jewels, gems,

coins, or artistic treasures), a vast structure wherethe transformation might take place, and no fewer

than 1,000 Hit Dice worth of living creatures for

the life-leeching process. The riches vanish and the

living creatures are slain one heartbeat after the de-

filer begins casting. The structure, which must cost

more than 50,000 gp to build, is not destroyed and

may be used again to cast this spell when attaining

all three of the low levels. The spell is cast from the

deep interior of the structure, where the caster will

a c t u a l l y t r a n s f o r m n o o t h e r b e i n g s m a y b epresent at the instant of casting. The casting time

is a full 24 hours; any interruption results in spell

failure.

9 0

Page 92: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 92/162

ble of casting 9th-level Wizard spells or 7th-level

Priest spells. The spell must be cast over the fallen

victim within one hour of his defeat; the casting time

is merely one turn.

In all cases, the living creatures used as material

components must be within one mile of the caster.

Once cast, the defiler must make a successful sys-

tem shock roll or die in the mutation process. Any

interruption or mistake during the casting of thespell will kill the defiler character. This spell can only

be cast by defilers.

Additional information about travel between the

planes is discussed in the chapter on the elemental

planes. More information about life-leeching by

high-level defiler magic can be found in the chapter

on wizards.

Defiling Regeneration (Necromancy)

Range: 100 yards

Components: V, S , M

Preparation Time: 30 days

Duration: Special

Casting Time: 1 turn

Area of Effect: Special

Saving Throw: None

With this spell, a defiler can empower a force of

creatures to magically regenerate lost hit points at

the expense of the vegetation around them.

During the preparation time, the defiler must

prepare each of the creatures he plans to empower

with regenerative abilities. He must decorate their

faces and hands with nonpermanent tattoos andtheir armors with special symbols of evil magic. The

caster must have access to the creatures for the en-

tire preparation period.

Upon casting, the defiler can empower creatures

with Hit Dice equal to five times his level with a

form of regeneration. Only living, corporeal crea-

tures can be affected. The creatures regenerate 2 hp

per round, including the round in which they are

Middle (24th, 25th, and 26th levels): At the mid-

dle levels, the process is similar. The preparation

time extends to two years per casting, during which

time the caster must befriend and visit a powerful

creature from an elemental plane. The caster must

visit the planar creature three days of every fifteen

for the entire preparation period. The DM must

create and role-play the elemental creatureit is

likely that it will force the defiler to perform difficultmissions, more often than not for its own amuse-

ment, all through the preparation period. The ma-

terial components include fewer riches (at least

5,000 gp) but more living creatures (no fewer than

2,000 Hit Dice). A new structure must be built,

which can be used for all three middle-level transfor-

mations, but this structure must be made of stone,

take at least three years to construct, and must be

ornately decorated, costing no less than 125,000 gp.

The casting time is three days; any interruption re-

sults in spell failure.

High (27th, 28th, and 29th levels): For the high

levels of dragon metamorphosis, the process actu-

ally must take place on either an elemental or the

Astral plane. No structure or riches are required,

but the caster must travel to his plane of choice

with no fewer than 200 Hit Dice of living creatures

from the Prime Material plane. The living crea-

tures must be no fewer than 10 Hit Dice each and

must willingly travel to the plane and participate in

the casting. The actual casting time is 24 hours,

and the caster must have the full cooperation of at

least three powerful beings from that plane for the

entire time. Locating beings willing to cooperate

should be easy, but getting their cooperation re-

quires exchanges of favors, quests, etc.; prepara-

tion time is equal to the time it takes to convince the

planar beings to cooperate.

Final (30th level): The final stage of dragon meta-

morphosis requires no preparation time and a single

material component; the slain body of a good crea-

ture defeated in single combat; the victim must be

intelligent, have at least 20 Hit Dice, and be capa-

91

Page 93: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 93/162

first wounded, for the duration of the spell. Even

those slain regain consciousness when they regener-

ate up to 1 hp. The spell lasts for a number of days

equal to the casters level. When the spell expires,

the tattoos and symbols vanish.

The magical energy driving this regeneration is

taken directly from the land, just like defiling magic.

During regeneration, the ground where the crea-

tures were wounded becomes spotted with ash. Atypical combat site leaves a few ashen footprints be-

hind. The site of a major battle may be completely

destroyed, turned to ash as the creatures regenerate

lost hit points.

Any character of good alignment under the effect

of this spell must attempt to have the magic dis-

 pelled before he takes damagehe must avoid com-

bat damage at al l costs . Fai lure to do so , or a

willingness to accept the spell as an asset, is cause

for an alignment change.The material components for this spell are inks

and dyes made from the blood of regenerating crea-

tures. Only defilers can cast this spell.

Defiling Stasis (Alteration)

Range: 0

Components: V, S , M

Preparation Time: 7 days

Duration: 1 day/levelCasting Time: 1 turn

Area of Effect: Hemisphere, 100-yard radius

Saving Throw: None

This spell pushes defiling damage far away from

the caster for a period of time. The damage still oc-

curs, but at a point more remote from the defiler

himself. It can be used to protect an area against

defiling damage, or by a defiler to push his damage

out of sight.The wizard must contact the spirit or spirits of the

land within the radius he wishes to affect. Since it is

unusual for a user of wizardly magic to contact a

spirit, the process takes quite a bit of timeevery

waking moment for the entire preparation time.

There is no actual speech contact established with

the spirits, only a level of understanding that the

wizard wishes to protect the area from defiling dam-

age.

When cast, a hemisphere centered on the caster

becomes temporarily immune to defiling damage.

All such damage called for within the hemisphere isredirected to the closest points immediately outside

of it. Trees of life within the hemisphere cannot be

drawn upon for defiling magicthat energy, too, is

redirected outside. The hemisphere is 100 yards in

radius. The caster need not remain inside the hemi-

sphere. The spell in no way inhibits the effectiveness

of defiler magic within its boundaries.

There is no force field or visible barrier at the

edge of the hemisphere. However, once defiling

magic is cast within it, the area immediately outsideforms a large circle of ash that can be identified by

knowledgeable characters.

The material component for this spell is a small

glass bubble with no air inside it.

Dome of Invulnerability (Abjuration)

Range: 0

Components: V, S , M

Preparation Time: 3 daysDuration: 1 day

Cast ing T ime: 1 turn

Area of Effect: Variable

Saving Throw: None

This spell creates an enormous mobile magical

sphere around the caster. The sphere itself acts ex-

actly like a  globe of invulnerabi lity, preventing any

1st-, 2nd-, 3rd-, or 4th-level spell effects from pene-

trating. This includes innate spell-like abilities andeffects from devices. Any spell can be cast out of the

magical sphere, and these pass from the caster to

the subject without effect upon the globe.

92

Page 94: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 94/162

During the preparat ion t ime, the caster must

fashion a perfect crystal ball, which takes every hour

of the three days. Upon casting, the dome appears

in a hemisphere over the casters head, to a radius

of 10 yards per level beyond the 20th. Everyone

within the dome receives its benefits, whether friend-

ly or antagonistic toward the caster. The dome does

not extend below the groundmagic cast from be-

low the dome is not affected. The dome moves withthe caster, always centered on his position. However,

f the caster flies off the ground, the dome collapses

nstantly. Also, dispel magic cast by a higher-level

caster eliminates the dome.

The material component for this spell is the crys-

al ball, which takes no less than 500 cp worth of

materials to make.

Enchanted Armaments (Enchantment)

Range: 30 yards

Components: V, S , M

Preparation Time: 7 days minimum

Duration: Special

Casting Time: 1 turn

Area of Effect: Special

Saving Throw: None

With this spell, a wizard can temporarily enchant

a large number of weapons against a specific foe.

During the preparat ion t ime, the wizard mustspend at least one hour with each weapon to be en-

chanted, scratching a special symbol onto its blade

or handle.

The weapons can be of any variety and made

from any materials, but they must all be within

range at the t ime of cast ing. The wizard must

choose a single named foe, being specific as to race

and origins (such as the elves of the Jura Dai or

the gith mercenaries of Rithgars horde). The

c a s t e r c a n n o t c h o o s e a l l e l v e s o r a l l o fRithgars horde as named foes for this spell. The

weapons all gain a magical +2 enchantment for the

9 3

Page 95: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 95/162

Enslave Elemental (Conjuration/Summoning)

Range: 120 yards

Components: V, S , M

Preparation Time: 30 days

Duration: Special

Casting Time: 5 turns

Area of Effect: One elemental

Saving Throw: Neg.

With this spell a wizard can both summon and then

enslave an elemental. The caster can enslave an earth,

air, fire, or water elemental as desired. The strength of

the elemental summoned depends upon the casters

level: at 21st through 25th levels, the elemental has no

more than 8 Hit Dice, whereas at 26th level and above

the caster can enslave a 20 HD greater elemental

(from the  Monstrous Compendium DARK SUN

 Ap pe ndi x, Ter ro rs of the De se rt ).Before an elemental can be enslaved, the caster

must personally witness destruction wrought by that

duration of the spell against the named foe only.

This bonus applies to all attack and damage rolls

and allows the weapons to inflict damage on crea-

tures normally affected only by magical attacks. In

B A T T L E S Y S T E M g a m e t e r m s , t h e a t t a c k i n g

unit should roll the next higher AD (AD4 becomes

AD6, etc.). The weapons receive no benefit or pen-

alty against other creatures.

The weapons remain enchanted until one of thefollowing occurs: the named foe is completely de-

stroyed; half of those wielding the weapons are killed

or otherwise taken out of act ion; 30 days have

passed since casting. Once the spells duration has

run out, all the enchanted weapons turn to dust im-

mediately.

The material components of this spell are a pow-

dered braxats horn (rumored to be magical, but it

really isnt) and the weapons themselves.

9 4

Page 96: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 96/162

reature. The wizard may conjure the elemental,

himself, or simply witness it in the service of another.

n either case, the wizard must gather a bit of mate-

i a l e v i d e n c e f r o m t h a t d e s t r u c t i v e f o r c e f o r

himself a sliver of charred wood burnt by a fire ele-

mental, the teeth of a creature drowned by a water

lemental, etc. Once procured, the wizard must be-

gin the preparation time for the spell, during which

he must fashion the material into an amuletthisakes at least six uninterrupted hours per day for the

ntire 30 days. Once completed, the wizard must

don the amulet and cast the spell before the next

double moon (within 1d100 days).

Upon casting, the elemental arrives, under the

omplete control of the wizard. He need not concen-

rate to maintain control and the elemental per-

orms every bidding. If the elemental ever strays

beyond the range of the spell, it continues to per-

orm its last orders forever. If the amulet is removed

rom around the wizards neck, the elemental at-

acks him immediately. If the wizard is ever killed or

he amulet destroyed, the elemental is freed and re-

urns to its plane. The amulet has no magical pro-

ect ion and saves versus crushing blows as the

material from which it is made.

In addition to the amulet, the wizard must have

he material component called for in the conjure ele-

mental spell: burning incense for an air elemental,

soft clay for earth, sulphur or phosphorus for fire,

water and sand for a water elemental.

mmediate Animation (Necromancy)

Range: 120 yards

Components: V, S , M

Preparation Time: Variable

Duration: Permanent

Casting Time: 1 turn

Area of Effect: Special

Saving Throw: None

With this spell, a wizard can animate a large num-

ber of dead creatures into zombies, provided those

creatures died in combat within one hour before the

casting of the spell. All dead creatures must be in

range at the time of casting. The number of Hit Dice

animated is 400 per level beyond the 20th (400 at 21st

level, 800 at 22nd, etc.) Creatures so animated lose all

magical and psionic abilities, but retain all physical

characteristics. Creatures become zombies of equalHit Dice to their living counterparts (i.e., a 6 Hit Die

thri-kreen becomes a 6 Hit Die zombie thri-kreen).

Once slain as zombies, the corpses are considered too

damaged to be animated a second time.

Preparation time for this spell is optional. How-

ever, every day spent in preparation prior to casting

increases the number of creatures he can animate:

Hit Dice equal to the casters level per day of prepa-

ration. During preparation time, the caster must

spend all 24 hours locked away in a dark place withbut a candle, pouring over ancient necromantic

tomes.

The material components for this spell are gath-

ered weapons, from the fallen warriors, that have

their enemies blood on them. It is a common prac-

tice on Athas to loot the bodies of their weapons, if

possible, so this component may not be readily

available among the slain warriors.

 Just Soveriegn (Illusion)

Reversible

Range: Touch

Components: V, S , M

Preparation Time: Variable

Duration: Special

Casting Time: 1 day

Area of Effect: 1 mile radius

Saving Throw: Special

With this spell, a wizard can pacify a subject pop-

ulation or unit of soldiers, making them believe their

leader is far kinder than his previous actions would

95

Page 97: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 97/162

suggest. This spell only functions against a group of

creatures who already feel that the subject of the

spell is their leader, regardless of what they feel

about him. A torturous warrior-king might have

this spell cast upon him, but someone without sub-

 jects gains no benefit from its magic.

The number of people so pacified is 200 Hit Dice

per level of the caster above 20th. Once cast, the

entire group must be evaluated to obtain an average

saving throw vs. spell. For example, if the entire

group is made up of 1st-level warriors, then their

save is 17. If there are fifty 1st-level warriors and

fifteen 10th-level warriors, the average is (50 × 17)

+ (15 × 11)/65 = 15 .62 or 16 . The group then

saves as a whole, either all passing or all failing. All

of the subjects must be within the area of effect at

the time of casting.

During the preparat ion t ime, the caster must

spend time in the presence of the subject (or in isola-

tion if he plans to cast it upon himself). The length

of time spent in preparation is optional, but the du-

ration of the spell is equal to three times the prepa-

ration time.

Once successfully cast, the leaders subjects will

selectively forget incidents of torture or abuse, long

forced labors, and other unpleasant events. They

will see their leader as a good creature, worthy of

respect, hard work, and reverence. In specific game

terms, the leader receives an automatic +5 bonus

to all NPC reactions when those NPCs are part of

the affected subjects. They will gladly do the lead-

ers bidding and can usually be counted on to dou-

ble their efforts, be it construction, farming, etc. A

military unit will never rout or fall back when in the

leaders presence.

The reverse of this spell, evil despot, forces the

subjects of a leader to believe he is very cruel and

unjust, regardless of his past performance. With

this spell, the subject of the spell is allowed a saving

throwfailure means the subjects within the area of

effect immediately find him repulsive for the dura-

tion of the spell. The leader suffers a -5 penalty to

9 6

Page 98: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 98/162

his homeland, tears shed by his mother, etc. Collec-

tion of these components may be very difficult, in-

volving a long journey to the casters homeland, or

they may prove impossible if the caster is an orphan

or has no traceable roots.

Magical Minions (Conjuration)

Range: TouchComponents: V, S , M

Preparation Time: 150 days

Duration: Permanent

Casting Time: 1 turns

Area of Effect: Undead creature touched

Saving Throw: Neg.

This spell lets the wizard create a force of identical

creatures who, in essence, become physical exten-

sions of himself. The wizard can observe throughtheir senses and use his powers through them, no

matter where they are.

During the preparation time, the wizard must as-

semble the potential minions. Any creature can

serve as a minion, provided it is of the same align-

ment as the caster and has a minimum of 15 Intelli-

g e n c e . T h e w i z a r d c a n e n c h a n t a n u m b e r o f

identical minions up to one third of his level, round-

ing down. For a good wizard. the minions must be

willing subjects. Evil wizards can secure their min-

ions through domination or other means. Minions

and wizard must be locked away for the entire

length of the preparation time, bonding personally,

magically, and psionically.

Upon casting, the minions become tools of the

wizard for the rest of their lives. If destroyed and

raised, the raised form is no longer a minion of the

wizard. The minions retain their physical form and

attr ibutes, including hit points , THAC0, Armor

Class attacks, etc. They also retain any spell-like

abilities they once had. They retain their raw intelli-

gence and their original ability to make decisions

the minions free will is not lost, so he can undertake

NPC react ions among the affected populat ion.

Workers stop working, they may tear down the

things they have already built, and military units

refuse to fight and rout off the field when led by

their hated leader.

The material component for this spell is an item

of at least 1,000 cp value that was won for the leader

by his subjects efforts.

Reversible

Life Extension (Necromancy, Alteration)

Range: 0

Components: V, S

Preparation Time: 77 days

Duration: Permanent

Casting Time: 10

Area of Effect: Special

Saving Throw: None

With this spell, the caster can extend maximum

age. Every character has a maximum age created

from the Age tables in the DARK SUN Boxed

Set (or from the Players Handbook), but only the

DM knows what that value is; a player may have

some idea of when his character is approaching its

maximum game age, but only the DM knows exact-

ly what that is. For instance, a player can calculate

that an Athasian human character will live to at

least 82 years of age (the base maximum of 80 plus

the minimum roll of 2d20), but some time in the

next 38 years, the character will die of old age.

This spell increases a characters maximum age

by one kings age: 77 years. The character usually

does not suffer normal aging effects during this

time, but this can vary according to circumstances,

activities, and magical or psionic effects.

The material components for this spell are exten-

sive. The recipient must surround himself with the

trappings of his youth. His personal trappings

might include c lothing or equipment used as a

youth, letters previously received or sent, soil from

9 7

Page 99: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 99/162

long-term functions without direct supervision.

However, the minions lose all magical and psionic

powers. The wizard controls all such powers in the

new union of beings. All material possessions are

distributed by the controlling wizardunless an

item is given to the minion by the wizard, or unless

the wizard gives the minion specific instructions to

obtain and use it, the minion ignores it.

The wizard has complete overriding control of hismagica l minions . Through concentrat ion, he can

know everything that the minion knowsits loca-

tion, situation, and emotional state. The wizard can

see through the minions eyes and use its other sens-

es. His instructions to the minion will be carefully

fulfilled. When the wizard is not concentrating, he

knows nothing of his minions, but they can contact

him empathically if they wish.

The wizard can cast magical spells and use psi-

onic powers through his minions, no matter whatthe physical distance between them. Minions are es-

pecially deadly opponents since it is the wizard who

must employ the various components, not the min-

ion. Once the wizard casts a spell through a particu-

lar minion, the spell immediately works without

act ion on the minions part . S imilarly, psionic

checks are made and strength points spent by the

wizard, but the effects can be channeled through

the minion with but a thought. When these things

are done, range and area of effect are measuredfrom the minions viewpoint, not the casters. The

minion cannot act in its own right while the wizard is

using it this way. The connection does not work be-

tween different planes.

The strong link between wizard and minions can

be dangerous as well. When a minion is destroyed,

the wizard must save vs. death magic or be stunned

for 1d6 turns. The wizard also loses experience

points equal to ten times the minions XP value.

The wizard cannot gain further experience pointsuntil the minion is either replaced or its death is

avenged. The loss of a minion disrupts the casting

time or preparation time of all spells in develop-

9 8

ment.

Also, opponents can use a minion to locate and

psionically attack the wizard. If the minions mind is

controlled through domination or similar magic,

psionic powers can be launched through it against

the wizard, regardless of distance.

A wizard can have only one set of minions at a

time. If all are slain, he can start a new set after a

period of three years. No minion can serve morethan one wizard.

The material components for this spell are posses-

sions, once prized by the minions that are no longer

needed in the wizards service.

Magical Plague (Alteration)

R a n g e : 0

Components: V, S , M

Preparation Time: 60 daysDuration: Special

Casting Time: 1 turn

Area of Effect: Circle, radius 10 yards/level

Saving Throw: Special

With this spell, the wizard creates a spreading

magical virus that disrupts one chosen school of

magic. The casting wizard is never affected by his

own plague.

The preparation time must be spent studying theschool of magic to be plagued. The wizard must

spend at least eight hours per day studying. If the

wizard is already a specialist in the school to be

plagued, the preparation time is cut to 30 days.

Upon casting, all other wizards within the area of

effect must make a successful saving throw or be-

come infected with the magical disease. The area is

a circle with radius of 10 yards per level of the caster.

Even a wizard who saves successfully becomes a car-

rier and may infect other wizards at a later date.

Only wizards can become infected or carriers

other character classes are unaffected.

Infected wizards have great difficulty casting

Page 100: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 100/162

spells within the school chosen. If the wizard at-

tempts to cast such a spell, there is a base percent-

age chance equal to his level that i t succeeds.

Otherwise the spell fails, but it still counts against

the wizards total spells for the day. A wizard spe-

cialist in that school of magic receives double the

normal chance for success. Whether infected or

merely a carrier, a given wizard is affected by this

spell for a number of days equal to the casters level.

Infected wizards and carriers can pass the plague

to other wizards they contact. Any other wizard who

comes within 10 yards of an infected or carrier wiz-

ard must save vs. spell or become infected, himself,

with a -4 penalty if the wizards actually touch.

Those who save become carriers. If a wizard suc-

cessfully saves against this plague once, he need

never save against it again.

Wizards with the plague take on an ashen, sunk-

en appearance, and they tend to tire more easily

than usual. Carriers exhibit no symptoms. Diagno-

sis is only possible through divination magic, though

an infected wizard certainly knows something is

wrong. Carriers are unlikely to realize their condi-

tion.

Using magical plague in a campaign: The DM

should not track the movements of large numbers of

NPC wizards with the plague. Only important

NPCs and PCs should be tracked and appropriate

saving throws made to determine the spread of the

disease.

Like any physical plague, centers of population

are more at risk. The magical plague will likely

spread through a city or village rapidly, so it runs its

course in roughly double the casters level in days

from the time it arrives there. In a city, most of the

magicians will have the plague at the same time, vir-

tually erasing one school of magic from the area.

With constant trade and travel, a magical plague

eventually reaches every city and village in the Tyr

region, probably within 120 to 240 days. In the wil-

derness, contact is far less frequent. One tribe prob-

ably wont spread the plague to another, though all

wizards within an infected tribe will catch it at the

same time.

As the PCs adventure in the wilderness or in ur-

ban areas, they will occasionally encounter rem-

nants of the plague up to a year after it is cast, no

matter where they travel in the Tyr Region.

The material components for this spell are the ac-

cumulated spell components of five other spells from

the desired school of magic, combined with rodent

hairs.

Masquerade (Enchantment/Charm)

Reversible

Range: Touch

Components: V, S , M

Preparation Time: Variable

Duration: 1 day per caster level

Casting Time: 1 turn

Area of Effect: Special

Saving Throw: None

With this spell, the caster can make the most

powerful individuals in a community believe that the

spell recipient is their leader. Preparation involves

studying the community to be affected by living

among them. The number of individuals convinced

is a function of their Hit Dice or levels, the casters

level, and the preparation time: For every three days

of preparation time, the caster can convince five Hit

Dice or levels per caster level.

The individuals affected are chosen out of the

community in descending order of Hit Dice or levels

(highest are convinced first, then second highest,

etc., until the total Hit Dice or levels have been ac-

counted for). Whether or not the rest of the commu-

nity bel ieves the spel l rec ipient is their leader

depends on the situation. If all the most powerful

people in a small village say hes the leader, the en-

tire village might go along with it. However, if a very

few powerful people in a large city proclaim the re-

cipient as their new leader, the rest of the population

9 9

Page 101: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 101/162

might ignore them or incite civil violence. Often, the

rightful leader is affected by the spell, helping to le-

git imize the deception. The spel l is inherent ly

fraught with dangers.

The reverse of the spell, impostor, has the oppo-

site effect, convincing the most powerful people in a

community that their leader is a fraud. Again, the

situation dictates events, but those affected are ab-

solutely convinced they are right.The material component for this spell is a small

golden mask fashioned in the likeness of the rightful

leader of the community (500 cp minimum value) or,

for its reverse, a golden statuette with two faces

(1,000 cp minimum value).

Reversible

Mass Fanaticism (Enchantment/Charm)

Range: 300 yardsComponents: V, S , M

Preparation Time: Variable

Duration: Variable

Casting Time: 1 turn

Area of Effect: Special

Saving Throw: None

With this spell, the caster magically bolsters the

combat morale of a large group of creatures. The

wizard must know, in advance, exactly what group

of creatures he will affect before preparation.

During preparation for the spell, the wizard first

spends a minimum of 15 days living among the

creatures, (e.g., travelling with elven raiders, work-

ing with slave tribe farmers, hunting with thri-kreen,

etc.). Next, he procures (earns, is given, steals) a

single item symbolic of the entire group (e.g., the

fineries from a recent plunder, the first grains from

the harvest , the chieftains chatkcha, etc . ) . The

preparation is complete after he gains this symbolic

object.

Upon casting, all individuals in the chosen group

become fearless in batt le . In game terms, their

NPC base moral number is raised to 18. Note

that this spell in no way charms them into perform-

ing acts of combat that they would not normally.

There is no limit to the number of individual crea-

tures that can come under the influence of this spell,

provided they are of one cohesive group (one tribe,

one army, one village) and the symbolic object ap-

plies to each individual. The effect lasts for one full

day, plus one more day for every two days the casterspent in preparation beyond the necessary 15. In

B A T T L E S Y S T E M g a m e t e r m s , t h e c a s t e r c a n

affect an entire army for combat.

The reverse, mass cowardice, requires the same

preparation time and symbolic object. Upon cast-

ing, the group falls to a base morale number of 4 for

all combat situations.

The material components for this spell are the

symbolic object and a tiny bar of iron, or, for the

reverse, the object and the feathers of a small, flight-less bird (usually found only in the Forest Ridge,

and even quite rare there).

Mountain Fortress (Conjuration)

Range: 0

Components: V, S , M

Preparation Time: 10 days

Duration: Special

Casting Time: 1 turn

Area of Effect: Variable

Saving Throw: None

With this spell, the wizard conjures a heavily pro-

tected mountain fortress where there was nothing

but empty land before. This spell can only be cast

on an area of desolate plainssand wastes, salt

flats, even boulder fields; the spell cannot be used to

destroy buildings or creatures.

During the preparation time, the caster must

bury the gem material component at least 90 feet

below the surface exactly where the spell is to be

cast. The burial means can be magical, psionic, or

100

Page 102: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 102/162

Page 103: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 103/162

physical. For the entire ten-day period, the wizard

must remain at that location without interruption.

The spell can be cast as long as one year after the

preparation time is over, but until cast, the spell

counts against the casters total 10th-level spells in

preparation. After a year, the gem disappears and

preparation must begin again.

Upon casting, a roughly circular area, 90 yards in

diameter around the caster, rises slowly to an eleva-tion of 30 yards +10 yards per level above 20th.

The resulting cylinder has sheer, hard stone cliffs.

The fortress appears on top of the new mountain,complete with stone walls and barricades and multi-

ple buildings surrounding a central, four-story tow-

er. If the caster is 23rd-level or higher, the ground 30

yards surrounding the cylinder is also magically dug

with trenches and pits and strewn with caltrops. If

the caster is 26th-level or higher, the entire fortress

complex is covered with heavy netting and pikes toward off attacks from the air.

The fortress remains until one of the following

conditions is met: the caster leaves the fortress; a

force of no less than 50 Hit Dice of creatures antag-

onistic to the caster manages to take the central tow-

er by force; 100 days have passed since casting.

Conditions in the fortress are spartan. When the

fortress is created there is enough water and food to

last 100 1 HD creatures for 100 days. Additional

food can be brought to the fortress, of course.The exact layout of the fortress and its fortifica-

tions is up to the caster, instantaneously translated

from his imagination to physical form on casting.

The means of entry is up to the caster. Regardless of

design, the fortress can protect up to 1,000 man-

sized creatures. A newly-conjured fortress has no in-

habitants.

The material component for this spell is a gem

worth at least 1,000 cp, mined within ten miles of

the casting site.

Pact (Summoning)

Range: 300 yards

Components: V, S, M

Preparation Time: Variable

Duration: Variable

Casting Time: 1 turn

Area of Effect: Special

Saving Throw: None

This spell lets the caster call on an outer planar

creature of the same alignment. The act of casting

the spell gives the outer planar creature magical en-

ergy to use on its home plane, which fulfills the wiz-

ards portion of the pact. The planar creature is

then obligated to serve the wizard on the Prime Ma-

terial plane to fulfill its portion of the pact. Before

preparation begins, the wizard must select the type

of creature desired, and its alignment must be iden-tical to the casters.

During preparation, the caster contacts the de-

sired creature using contact other plane. The con-

tact must be made once per day for every 1,000

experience points of the outer planar creature. The

wizard makes an insanity check with each casting,

though there is a - 1% per day cumulative modifier

a s b e t t e r c o n t a c t i s e s t a b l i s h e d ( m i n i m u m 1 %

chance of insanity per casting). A wizard who goes

insane during preparation must start over when andif he regains sanity. The wizard ignores the knowl-

edge and veracity rolls when using contact other 

 plane in this way; no information is gained. Since

the wizard shouldnt know how many experience

points various creatures are worth, he casts the spell

every day until the DM tells him hes done.

When cast, the outer planar creature appears at

the wizards location, ready to follow commands

within limits. First, the creature only aids the wizard

when furthering the cause of their alignment; for ex-

ample, a chaotic evil creature will only obey chaotic

evil orders while on the prime. Second, the creature

will not take actions that endanger it (in its opinion).

102

Page 104: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 104/162

Third, the creatures attitudes toward order and

chaos may affect how it honors the  pact.

Creatures Alignment Chance to Break Pact

Lawful 0 %

Neutral 5 %

Chaotic 2 5 %

Check every day to see if the creature breaks the

pact. If it does, it may attack the wizard, remain on

the Prime Material plane to pursue its own mis-

sions, or simply return home. If the creature never

breaks the pact, it remains in the wizards service for

101 days.

If for any reason the caster is forced to change

alignment while the pact is still in force, the creature

immediately takes steps to slay the wizard.

Note: Outer planar creatures are described int h e  M o n s t r o u s C o m p e n d i u m , O u t e r P l a n e s

 A p p e n d i x .

For example, a defiler (Intelligence 19) wishes to

contact a glabrezu (a true tanarri) in order to make

a  pact . The wizard must cast contact other plane

every day for 44 days, because the glabrezu is worth

44,000 experience points. The chance of insanity

depends on the glabrezus Intelligence (less than 19,

so the chance is 35%) and the wizards Intelligence

(-20%), yielding a 15% chance. On the secondday, this drops to 14%, then to 13% on the third,

12% on the fourth, etc. Provided the wizard sur-

vives all 44 castings without going insane, the gla-

brezu arrives to do his bidding for 101 days or until

it decides to break the pact.

The material component for this spell is a relic (at

least 100 years old) that was used by an important

historical figure of the casters alignment.

Preserver Metamorphosis (Alteration/Evocation)

Range: 0

Components: V, S , M

Preparation Time: Variable

Duration: Permanent

Casting Time: Special

Area of Effect: CasterSaving Throw: None

A preserver who earns sufficient experience points

to advance to the next stage of avangion metamor-

phosis must first successfully cast this spell to com-

plete the change. The preserver changes physical

form drastically upon the spells completion, each

time bridging approximately one-tenth the gap be-

tween human and avangion form.

The preserver may begin preparation at any pointon the way to the next next level, building structures,

gathering components, studying, etc. However, the

spell cannot be cast before all necessary experience

points are earned. Though the experience points

have been earned, th e preserver gains no benefits of

the new level until after the  preserver metamorpho-

sis spell is cast.

The exact material components, preparat ion

time, and casting time are different, depending on

what level the preserver is about to achieve, groupedby level into low, middle, high, and final metamor-

phosis.

Low (21st, 22nd, and 23rd level): A preserver

feels a calling within when he has earned 75% of the

experience needed for the next level. The preserver

leaves the company of his fellows and seeks isola-

tion. The preparation time for the spell constitutes

the entire period necessary for the preserver to earn

the final 25% of those experience points, adventur-

ing completely alone. If the preserver earns any ex-perience points with the aid of another character, all

experience points are lost down to the minimum re-

quired for the current level. Failure to gain experi-

ence in a solitary fashion, in the DMs judgment,

103

Page 105: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 105/162

means the spell may fail when cast. For low-level

metamorphosis, the preserver must spend the isola-

tion period gathering physical remains of the ene-

mies of life, usually those of high level defilerstheir

bodily remains, destructive belongings or artifacts,

ash from their spellcasting, etc. These items are evi-

dence of devotion to life and the land. The spell

must then be cast at night, beneath the light of both

Athasian moons. The casting time is six hours. Anyinterruption results in spell failure. The preserver

may have other characters present during casting.

Middle (24th, 25th, and 26th level): At interme-

diate levels, the preserver again hears a call for isola-

tion when 75% of each levels experience points

have been earned. During this preparation time,

the preserver must attain absolute isolation; any

contact with intelligent beings who arent foes to be

defeated negates the spell preparation, and the wiz-

ard reverts to the 75% base line of the isolation peri-od. The material components at the middle levels

are gifts gathered from no fewer than three powerful

good creatures during isolation. The powerful crea-

tures realize the consequences of contact for the pre-

server, so they leave the gifts to be found after the

preserver achieves extremely dangerous or impor-

tant goals.

The material component for the spell (not con-

sumed in casting) is a single tree or bush personally

saved by the preserver from defiler magic destruc-tion. The casting time is 12 hours. At the time of

casting, there must be living vegetation for at least

one mile in all directions, untainted by defiler ash or

evil creatures.

High (27th, 28th, and 29th level): Unlike pre-

vious level advancements, the preserver feels no call-

ing toward isolation at high levels. On the contrary,

at 75% experience point level, the wizard instead

collects a core group of companions no fewer than

eight in number and of at least 10 levels or Hit Dice

each. All the companions must be of good align-

ment. The preserver must spend the preparation

time with these characters, earning the remaining

104

25% of experience in the company of at least one of

these companions failure to do so forces the pre-

server to revert to the current levels 75% base line

of experience. The material components are a single

gift from each of the companions in the core group.

During the casting of the spell, the preserver must

have the aid of a single companion for the entire

length of the ceremony. If the companion is not ab-

solutely good, the spell fails and the companion isslain in the release of failed magical energy. Com-

panions cannot repeat the process with a single

preservernew companions must be found for the

27th, 28th, and 29th levels.

Final (30th level): To cast this spell, the preserver

must make an area of lush vegetation (crops, scrub-

grass, forests, or any combination) at least five miles

in diameter . The preparat ion t ime for the spel l

equals the time it takes the preserver to create these

lush lands. At the time of casting, the lush landsmust be free of evil creatures.

The material components for the spell are a dia-

mond of no less than 10,000 gp value with which to

capture the life- giving qualities of sunlight, a stone

tomb large enough to hold the preservers body, and

a perfectly sealed glass case built around the tomb.

The casting time is one round. Upon casting, the

preserver/avangion, diamond, and stone tomb dis-

appear, bound for planes unknown. The DM then

secretly rolls 2d12this is the number of monthsbefore the return of the preserver, in final avangion

form, to the glass case. If the glass case is damaged

in the meantime, the avangion is lost to oblivion.

Only the DM knows how long the final stage takes.

The player uses another character from the charac-

ter tree in the interim.

Upon casting, the presever must make a system

shock roll or die from physical stress. Any interrup-

tion or mistake during the casting of the spell causes

the preserver to lose experience points down to the

minimum of the last levelthey must be earned

again before trying  pr es erve r me tam or ph os is anew.

This spell can only be cast by preservers.

Page 106: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 106/162An example of avangion metamorphosis 105

Page 107: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 107/162

Reversible

Prolific Forestation (Alteration/Conjuration)

Range: 0

Components: V, S , M

Preparation Time: 30 days

Duration: Special

Casting Time: Special

Area of Effect: SpecialSaving Throw: None

With this spell, a preserver causes a grove of trees

to magically appear. During the preparation time,

the wizard must devote eight hours per day for 30

days to the fashioning of a staff from a tree of life, a

material component that may be difficult to obtain.

The wizard must carve the staff perfectly smooth

with a diamond dagger, and he cannot undertake

any other task during the eight-hour period.The spells area of effect is a circle with a maxi-

mum radius that varies according to the casters

level. The wizard may choose to affect a smaller ra-

dius if desired. The terrain must have no other

trees; if it does, the spell fails. To cast the spell, the

wizard thrusts the diamond dagger into the ground

at the center of the circle, then moves with the staff

to the circles edge. The wizard then walks around

the area of effect , dragging the staff a long the

ground. The staff magically ensures that the wizardwalks a perfectly circular path, eventually returning

to where he started. The wizard must walk (not run,

fly, or levitate) but may use magical means to speed

that walk. Interruptions lasting more than a single

round negate the walking and it must be started

again. If the dagger at the center of the circle has

been disturbed, the spell fails, so a wizard often

places a guard over it. When the circle is completed,

the spell is cast. The table shows the distance that

must be walked, based on the area of the spell.

C a s t e r M a x Rough Time Trees in

Level Radius Circumf t o Wa l k Gr ov e *

21 10 yards 63 yards 1 round 15

22 20 yards 125 yards 1 round 62

23 30 yards 188 yards 2 rounds 140

24 45 yards 282 yards 3 rounds 315

25 60 yards 377 yards 4 rounds 560

26 70 yards 565 yards 5 rounds 1,260

27 120 yards 754 yards 7 rounds 2,25028 180 yards 1131 yards 10 rounds 5,040 trees

29 240 yards 1507 yards 13 rounds 9,000 trees

30 480 yards 3016 yards 26 rounds 36,000 trees

* approximately; can vary as much as 20%

The forest consists of mature trees, one to four

feet in diameter, spaced three to six yards apart. The

thick forest canopy towers 90 to 120 feet. This spell

creates no brush or undergrowth for the forest; itsfloor is the same terrain type as before the spell was

cast. The spacing of the trees hinders the movement

of huge or gargantuan creatures; smaller creatures

can move through the forest unhindered.

Unlike the  prolif ic vegetation spell, the trees cre-

ated have magical protection against natural de-

struction for one year per caster level. Natural fires,

lightning, lack of water, and harsh weather do not

kill them. Defiler magic still destroys them normally,

as can any attack that would affect normal trees.Only a preserver can cast this spell.

The reverse of this spell, deadwood, can only be

cast by a defiler. During the preparation time, the

defi ler must spend at least four hours per day

among the trees he wishes to destroy. He must sprin-

kle a fine trail of ash, from his own spells, around

the circumference of living trees to be affected.

Upon casting, all the trees within the circle are im-

mediately stricken dead. Trees will not grow within

the circle for a number of years equal to twice thecasters level.

The material components for this spell are the

staff and the diamond dagger. Both disappear when

106

Page 108: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 108/162

the spell is cast. The material component for the re-

verse is a skull carved from a rotten tree stump.

Reversible

Prolific Vegetation (Alteration/Conjuration)

Range: 0

Components: V, S , M

Preparation Time: 30 days

Duration: Permanent

Casting Time: Special

Area of Effect: Special

Saving Throw: None

This spell causes shrubs and grasses to grow over

a wide area of previously barren terrain. During

preparation, the wizard must devote eight hours per

day for 30 days to the fashioning of a staff from a

tree of life, a material component that may be diffi-

cult to obtain. The wizard carves the staff perfectly

smooth with an obsidian dagger, and he cannot un-

dertake any other task during the eight-hour period.

The spells area of effect is a circle with a maxi-

mum radius that varies according to the casters

level. The wizard may choose to affect a smaller ra-

dius if he desires. The terrain must be virtually bar-

ren of plant life; if not, the spell fails. To cast the

spell, the wizard thrusts the obsidian dagger into the

ground at the center of the circle, then moves with

the staff to the circles edge. The wizard then walks

around the area of effect, dragging the staff along

the ground. The staff magically ensures that the

wizard walks a perfectly circular path, eventually re-

turning to where he started. The wizard must walk

(not run, fly, or levitate) but may use magical means

to speed the walk.

If the time to complete the circle requires the wiz-

ard to stop to sleep, there is no penalty, provided the

wizard then awakens to continue the walking jour-

ney, but other interruptions lasting more than a sin-

gle round negate the walking and it must be started

again. If the dagger at the center of the circle has

been disturbed, the spell fails, so a wizard often

places a guard over it. When the circle is completed,

the spell is cast.

T h e t a b l e s h o w s t h e d i s t a n c e t h a t m u s t b e

walked, based on the area of the spell.

Caster Max Rough Time

Level Radius Circumf to Walk*

21 90 yards 566 yards 5 rounds22 180 yards 1131 yards 1 turn

23 300 yards 1 mile 2 turns

24 540 yards 2 miles 3 turns

25 800 yards 3 miles 5 turns

26 1,250 yards 4.5 miles 7 turns

27 1.25 miles 8 miles 2 hours

28 6 miles 38 miles 9 h ours

29 12 miles 75 miles 18 hours**

30 25 miles 157 miles 38 hours**

* time is for a human in clear terrain and

weather conditions

** requires multiple marching days

Upon casting, the area inside the circle instantly

grows thick with grass and small shrubs much like

the scrub plains. The vegetation will not emerge

from solid stone, but it arises from any soil, no mat-

ter how rocky, sandy, or dry. Though the spell dura-

tion is listed as permanent, the vegetation created is

normal and retains no magical enchantment. It re-

mains until and unless it dies from lack of moisture,

brushfire, erosion, etc. If this spell is cast in conjunc-

tion with an alter climate spell (q.v.), the vegetation

can grow and last longer. Only preservers can cast

this spell.

The reverse of this spell, sparse vegetation, can

only be cast by defilers. During preparation, the de-

filer must spend at least four hours per day wander-

ing the scrubland he wishes to destroy. He must

sprinkle a fine trail of ash, from his own spells,

around the circumference of scrub grass to be af-

fected. Once cast, all the scrub, bushes, and weeds

107

Page 109: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 109/162

within the circle immediately die. Plants will not

grow within the circle for a number of years equal to

the casters level, though growth of trees is not af-

fected.

The material component for this spell is the staff

and the dagger. Both vanish after the caster has

walked the circumference. The material component

for the reverse is a small bag made from woven

straw, filled with salt from the sweat of slave farmers.

Pure Breed (Divination, Alteration)

Range: Touch

Components: V, S , M

Preparation Time: 120 days

Duration: Permanent

Casting Time: 10 turns

Area of Effect: Creature touched

Saving Throw: Neg.

With this spell, a wizard can change any half-

breed character (half-elf, half-giant, or mul) into a

pure breed of either part. The caster can change a

half-elf into either a human or an elf, a half-giant

into either a human or a giant, or a mul into either a

human or a dwarf. During the preparation time,

the caster and subject must be in constant proximity

and can have no more than one visitor at a time and

no more than one per 30-day period. If the subject is

unwilling, the caster must somehow restrain him

during the preparation, and even then he is allowed

a saving throw to negate the effects.

Once cast, the subject is most likely switched to a

pure breed of his choice. There is a 10% chance

(-1% per caster level beyond 20th) that the char-

acter will be transformed into the other pure breed.

Either way, the character must make a successful

system shock roll to survive the process. Survivors

subtract the Racial Ability Adjustments (Table 2,

page 3 of the Rules Book) for their previous half-

breed race and add those for their new pure breed

race. The character automatical ly learns a new

108

tongue appropriate to his new race, if necessary. If

his character classes conflict with the racial class

and level limits (Table 3, page 4 of the Rules Book),

the characters level in that class must be either low-

ered to the maximum given or the class is lost if the

class is not allowed. Powers and hit points must be

reduced accordingly. All other abilities for the new

race are enforced; those for the old are lost. New

height and weight measurements should be rolled.Final ly, the character s age should be checked

against the new races aging effects table; modifiers

f o r m i d d l e , o l d , a n d v e n e r a b l e a g e s h o u l d b e

checked. If the character is effectively younger in his

new race, he should negate previous ability score

modifiers. If the character is beyond the maximum

age range in his new race, he is extremely frail and

likely to perish within the year. The characters psi-

onics are unchanged.

There can be no giant player characters. If a half-

giant becomes a giant, that character becomes an

NPC immediately.

For example, a 28-year-old half-elf bard with Str

14, Dex 15, Con 11, Int 13, Wis 13, and Cha 10 is

transformed to a pure breed elf. He subtracts his

half-elf racial ability adjustments (bringing him to

Dex 14 and Con 12) and then adds those for elf,

making him Str 14, Dex 16, Con 10, Int 14, Wis

12, and Cha 10. Since he cannot be an elven bard,

the character loses all experience points and must

begin again at first level in some new chosen class.

At 28, he is still a young elf and suffers no aging

effects for another 22 years.

This spell gives the character no social back-

ground in his race. An elf , for instance, has no

tribe; a human has no city or village allegiance.

These may prove to be hindrances. To all means of

detection, the character will appear to have always

been of the pure breed race.

The material components for this spell are per-

sonal items or dust from the grave of the characters

parent of the desired race. These items may prove

difficult to obtain.

Page 110: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 110/162

aise Nation (Necromancy)

ange: 90 yards

omponents: V, S , M

reparation Time: 60 days

Duration: Permanent

asting Time: 10 turns

rea of Effect: Special

aving Throw: None

With this spell, a wizard can animate the skele-

ons of any long-dead civilization. Before the prepa-

ation time can begin, the wizard must locate an

ppropriate site of ruins. There need not be com-

lete skeletons around the ruins (the skeletons will

ssemble from powdered fragments if thats all that

emains of them), but there can be no creatures liv-

ng at the site and it must have been abandoned for

t least 100 years. During the preparation time, the

wizard must spend all his waking hours searching

he ruins, learning everything he can about them,

eadying the site for his necromancy.

Once cast, a number of skeletons will animate ac-

ording to the general size of the ruins site. The

DM will know the extent of the ruins, and he should

se these guidelines modified for any special circum-

tances he envisions.

Size Number of Skeletons

Outpost 10-40

Village 40-400

City 200-2 ,000

Great City 1 ,000-4 ,000

The skeletons are completely under the command

f the caster, but are no smarter than any other skel-

tons. They have no knowledge of their past lives or

ivilizationthey are merely animated to serve thewizard. The skeletons remain so until they are all

destroyed. The skeletons never venture further than

5 miles from their ruins.

Once cast on a set of ruins, this spell can never be

successfully cast there again by any wizard. There is

a 10% chance that this is the case for any given ru-

ins site, and there is no way for the caster to know if

such a spell has been cast without some sort of divi-

nation magic.

The material components for this spell are any

number of items originally from the ruins site that

have been well preserved by time; these items must

total at least 1,000 cp in present day value.

Recruitment (Summoning)

Range: 0

Components: V, S , M

Preparation Time: 10 days

Duration: 20 days

Casting Time: 1 turn

Area of Effect: Variable

Saving Throw: Neg.

With this spell, the wizard summons all living

creatures around him who have ever drawn blood in

anger. During preparation, the caster must take the

ground bones of fallen warriors and sprinkle them

where the spell is to be cast, out to the radius given

below.

Level

2122

23

24

25

2 6

2 7

28

2 7

Radius

60 yards3 0 yards

120 yards

180 yards

240 yards

360 yards

4 8 0 y ar ds

300 yards

1 mile

3 0 2 miles

Upon casting, all creatures within the circle that

have ever drawn blood in anger as hunters or war-

riors, must save or immediately come under the ef-

fects of the spell. They immediately gather their

109

Page 111: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 111/162

weapons and come to the caster, awaiting his every

military instruction for the duration of the spell.

The affected creatures usually cannot form mili-

tary formations unless an entire formation is caught

within the area of effect. The creatures cannot per-

form any actions other than combat. They cannot

be forced to build things or carry things other than

their own personal equipment. They do not fight

among themselves, regardless of previous disposi-tions, and they serve the caster without fail.

The material component for this spell is at least

100 pounds of ground bones of fallen warriors,

which must be apportioned during preparation. A

humanoid creature has about 25 pounds of bone;

larger creatures have 25 pounds per Hit Die.

Reverse Loyalties (Charm)

Range: 60 yards

Components: V, S , M

Preparation Time: 7 days

Duration: 21 days

Casting Time: 1 turn

Area of Effect: 25 HD/level

Saving Throw: None

This spell acts l ike a mass charm person spell,

though its eff effects on each individual are more re-

stricted. The subject group must consist of bipedal

human, demihuman, or humanoid of man-size or

smaller, such as humans, dwarves, elves, half-elves,

halflings, and muls; all of whom hold loyalties to one

leader. During preparation, the wizard locks himself

away and studies the history and background of the

target groups original leader. Though the spell is

cast on the followers themselves, the wizard re-

searches their leaders background.

Upon casting, the spell effect expands in a circle

from the point of casting until creatures equal to the

area of effect are enchanted or until there are no

possible subject creatures left. The maximum dis-

tance is 300 yards.

Unlike the charm person spell, the spell recipients

regard the caster as the object of their loyalties.

They accept logical military orders from the caster.

For instance, they will break formations and turn on

their former leader. They do nothing obviously fatal

to themselves. Their loyalties have been magically

switched, but are not magically maintainedif the

caster takes actions that make him less worthy of

these newfound loyalties, the subjects of the spellmay desert. Even if the caster performs well as their

new leader, the spell recipients can save according to

their Intelligence, just as for a charm person spell

(note that creatures with Intelligence of 12 or less get

no chance to save before the spell naturally ends).

When individuals within the subject group make

their saves, they desert but cannot convince others

still under the spell to desert. Each subject has full

memory of actions taken under this spell.

The material component for this spell is a fully

dried anakores heart.

Rift (Alteration, Conjuration/Summoning)

Range: 0

Components: V, S , M

Preparation Time: 120 days

Duration: 1 night

Casting Time: 10 turns

Area of Effect: Sphere 360 yards around caster

Saving Throw: None

With this spell, the wizard magically brings the

Negative Material plane closer to the Prime Mate-

rial plane, creating a rift between the two centered

upon himself. The wizard must first study undis-

turbed for at least four hours per day for four

months, reading scrolls and books about the planes.

Upon casting, all undead within the area of effect

gain nine times their original hit points as phan-

tom points for the duration of the spell. For in-

s t a n c e , a 5 h p z o m b i e g a i n s a n a d d i t i o n a l 4 5

phantom hit points for the entire night. In combat,

110

Page 112: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 112/162

the phantom points are taken off first, then the ac-

tual hit points are lost until the undead creature is

slain.

The area of the rift moves with the caster, possibly

placing some undead out of the sphere or encom-

passing others as he moves. Phantom hit points are

gained immediately upon entering the sphere, and

then only once per creature per casting. The caster

has no control over which undead receive the benefit

of the phantom hit points; all undead in the sphere

are so affected.

The material component for this spell is an obsid-

ian goblet containing ground bones from a dead

necromancer.

Rolling Road (Alteration)

Range: 0

Components: V, S , M

Preparation Time: 7 days

Duration: Special

Casting Time: 1 turn

Area of Effect: Variable

Saving Throw: None

With this spell the caster creates a short stretch of

smooth road that extends in front of him wherever

he travels.

During preparation, the caster must take the ma-

terial components, dust from previous roads he has

travelled, and mix them for at least four hours every

day. After casting the spell, the wizard must con-

tinue to sprinkle this mixed dust in front of him as

he travels.

The road itself is always 30 yards wide and ex-

tends 10 yards in front of the caster. It extends be-

hind him for 30 yards for each level above 20th. The

road crosses any land, including sand, forest, and

mountain. In the case of the former two, the road

appears in front of the caster, pushing obstacles like

trees and rocks aside. For mountains, obstacles are

likewise removed, but the road is just as steep as the

original terrain, and could still be impassable. The

magical road does not create its own firm ground,

and cannot be used to cross areas of silt. The road

leaves no trace once the caster has passed by.

The road does offer some protection to those on

itnatural weather effects do not hinder travel on

the road, and those on it do not require food or wa-

ter while on the road.

The spells duration is measured in distance, five

miles per level of the caster above 20th. The spell

does not grant the caster knowledge of direction.

The material component for this spell is at least

one pound of dust from three roads the wizard has

previously travelled.

Undeads Lineage (Divination)

Range: Touch

Components: V, S , M

Preparation Time: 120 days

Duration: Permanent

Casting Time: 1 turn

Area of Effect: Undead creature touched

Saving Throw: Neg.

With this spell a wizard can divine the history of a

single undead creature, thereby gaining tremendous

power over that creature. During preparation, the

caster must spend at least eight hours per day study-

ing necromancy and tomes about undeath. (The

caster must procure such materials before beginning

preparation.) Adventures that focus on the undead

may work as part of the preparation time, if the DM

desires.

The wizard must touch the undead to cast the

spell. Once cast, the undead must make a success-

ful saving throw vs. spell with a -3 penalty, or the

caster immediately knows all personal history of the

creature. This includes, but is not limited to: family

history and occupation during l i fe ; method of

death; method of undeath; and history since attain-

ing undeath.

111

Page 113: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 113/162

In game terms, the casters intimate knowledge of

these things gives him complete control over the un-

dead creature. The undead performs any task or-

dered. In role-playing terms, the wizard learns

intimate personal details that may lead to some

knowledge of old or even ancient events (DMs op-

tion). Extremely powerful undead, such as liches

and some vampires, may get another chance to save

each week or even after each task, if the DM wishes.The spell lasts until one of the following things

happens: the undead is permanently destroyed; the

caster is made to forget the things he has learned

(even temporarily); a wizard of higher level casts this

spell on the same undead creature (in which case he

steals control from the original wizard); or the wiz-

ard voluntarily ends the spell.

The drawback to this spell is that while the caster

learns of the undeads intimate past, the undead

learns much about the caster. If the caster dies withan undead still under this spell, the caster immedi-

ately becomes a weaker undead under its control.

(Mindless undead such as skeletons and zombies

exert no control; the wizard becomes a mindless un-

dead of their type.) The wizard can never be raised

by priestly magic. His only rest comes with final de-

struction, which his new undead master will likely

guard against for eternity.

The material components of this spell are an eye,

ear, nose, tongue, and finger, each taken from a sep-

arate undead creature of the same type as the tar-

get.

 Wall of Ash (Evocation)

Range: 0

Components: V, S , M

Preparation Time: 5 days

Duration: Special

Casting Time: 2 turns

Area of Effect: Special

Saving Throw: Neg.

112

This spell creates a barrier of ash that is deadly to

living creatures. Touching it can cause great dam-

age, and crossing it causes instant death.

During the preparation time, the wizard must dig

or have dug a small trench, one foot wide and one

foot deep, in the shape he wants the wall when it is

cast. If not personally involved, the wizard must per-

sonally oversee the digging of the trench for at least

four hours per day during preparation.The wall can be of any shape, and as long as 30

yards per caster level above 20th. The ash appears

in the trench and is piled one foot above the ground.

Contact with the ash causes 1d10 points of damage

per segment, meaning potentially 10d10 points for

an entire round. Crossing completely over the ash

causes any living creature to die, its life completely

absorbed by the deadly ash. The creature must

make a successful saving throw vs. death magic with

-10 penalty to survive. Jumping or flying makesno difference. Even living creatures attempting to

cross through the astral or ethereal planes must save

or die. Dimension door  can be used to cross safely,

but teleport cannot. Magic, psionics, missile weap-

ons, and other non-living things can cross the ash

wall without penalty.

Undead creatures can cross without penalty. Ash

golems suffer no saving throw penalty when cross-

ing. The caster and allies are just as subject to dam-

age and death as enemies are.

This spells material component is a sack of ash

collected from the remains of a defiler of the same

level of the caster.

Page 114: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 114/162

Page 115: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 115/162

1st Level

Animal Friendship

Ble s s

Combine

C o m m a n d

Create Water 

C u r e L i g h t W o u n d s

Deep Breath (in DK)

Detect Evi l

Detect Magic

Detect Poison

Detect Snares & Pits

Elementa l Bonding ( in DK)

Endure Heat/Endure Cold

Entangle

Faerie Fire

Invisibility to Animals

Invisibility to Undead

L i g h t

Locate Animals or Plants

Magical Stone

 Mer c i f u l S h ado ws ( i n D S R B )

Pass Without Trace

Proof Against Undeath (in DK)

Protect ion From Evi l

Pur i fy Food & Drink

R e m o v e F e a r  

Sanctuary

Shillelagh

2nd Level

A i d

Augury

Barkskin

C h a n t

Charm Person or Mammal

Clear Water   ( in DK)

D e t e c t C h a r mDust Devil

Enthrall

Find Traps

Fire Trap

Flame Blade

G o o d b e r r y

H e a t M e t a l

Hold Person

K n o w A l i g n m e n t

Messenger

Obscurement

Produce FlameResist Fire/Resist Cold

Silence, 15 Radius

Slow Poison

Snake Charm

Speak With Animals

Spiritual Hammer

Trip

W a r p W o o d

Winds of Change (in DK)

WithdrawWyvern Watch

3rd Level

Air Lens ( in DSRB)

Animate Dead

Call Lightning

Conjure Lesser

Elemental (in DK)

Continual Light

Create Food & Water

Cure Blindness or Deafness

Cure Dis ea s e

Dispel Magic

Feign Death

Flame Walk

Glyph of Warding

Hold Animal

L o c a t e O b j e c t

Magical VestmentMeld Into Stone

Negative Plane Protection

Plant Growth

114

Prayer

Protection From Fire

Pyrotechnics

 Remove Curse

Remove Paralysis

Snare

Speak With Dead

Spike Growth

StarshineStone Shape

Summon Insects

Tree

Water Breathing 

Water Walk

4th Level

A b j u r e

Animal Summoning I

Cloak o f Brave ry

Control Temperature,

10 Radius

Cure Se r i ous Wounds

Dete c t L i e

Divination

Free Action

Giant Insect

Hallucinatory Forest

Hold Plant

Inbue With Spell Ability

Lower Wate r  

Neutralize Poison

Plant Door

P r o d u c e F i r e

Protection From Evil ,

1 0 R a d i u s

Protection From Lightning

P r ot e c ti o n F r o m W e a t h e r  

( in DK)Reflecting Pool

Rejuvenate (in DSRB)

Repel Insects

Page 116: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 116/162

Reincarnate

Restoration

Resurrection

Silt Cyclone (in DK)

S u c c o r  

Sunray

Symbol

Transmute Metal to Wood

Wind Walk

8th Level

Alter Climate

Create Oasis

Forever Minions

H a s t e n C r o p s

Reverse Winds

Wild Weather

9th Level

Air of Permanence

Disruption

Mountainous Barrier

Pocket Dimension

Proli f ic Vegetation

Storm Legion

10th Level

Cleanse

Insect Host

Planar Vassal

Prolific Forestation

Rift

Silt Bridge

Animate Object

Anti-Animal Shell

Blade Barrier

Conjure Animals

Create Tree of Life (in DSRB)

Find the Path

Fire Seeds

Forbiddance

H e a l

Heroes Feast

Liveoak

Part Water

Silt Tides (in DK)

Speak With Monsters

Stone Tell

Transmute Water to Dust

Transport Via Plants

Turn Wood

Unliving Identity (in DK)

Wall of Thorns

Weather Summoning

Word of Recall

7th Level

Animate Rock

Astral Spell

Changestaff

Chariot of SustarreConfusion

Conjure Greater Elemental

(in DK)

Control Weather

Creeping Doom

Earthquake

Exaction

Fire Storm

G a t e

H o l y W o r d

Regenera te

Speak With Plants

Spell Immunity

Sticks to Snakes

Tongues

5th Level

Air Walk

Animal Summoning II Animal Growth

Anti-Plant Shell

Atonement

Commune With Nature

Commune

Conjure Elemental ( in DSRB)

Control Winds

Cure Cr i t i ca l Wounds

Dispe l Evi l

Flame StrikeGood Wea the r   ( i n D K )

Insect Plague

Ironskin (in DK)

Magic Font

M o o n b e a m

Pass Plant

Plane Shift

Quest

Rainbow

Raise Dead

Sands o f Time ( in DK)

Sandstorm (in DSRB)

Spike Stones

Transmute Rock to Mud

Tree Growth (in DK)

True See ing

Wall of Fire

6th Level

Aerial Servant

Animal Summoning III

115

Page 117: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 117/162

1 1 6

Page 118: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 118/162

rst-Level Spells

eep Breath (Alteration)

here: Elemental (Air)

nge: Touch

omponents: V, S , M

uration: 1 round/level

asting Time: 1ea of Effect: Creature touched

ving Throw: None

With this spell the caster allows one creature to

ke a single breath that will last for the duration of

e spell. The spell bestows no ability to maneuver

function underwater or while buried in sand, but

does temporarily remove the need to breathe.

nce the spells duration runs out, a character who

nnot breathe normally begins to suffocate after 1/3s Const i tut ion score in rounds (Const i tut ion

eck each round with a -2 cumulative penalty to

ostpone damage; 1d6 damage per round after fail-

g a check).

If the deep breath spell is cast after a character

as already held his breath for a few rounds, it

orks as though he got a clean gulp of airwhen

e spell wears off he begins the suffocation proce-

ure fresh. The spell also lets the character avoid

e ill effects most gaseous attacks, magical and

herwise.

The material component for this spell is a tiny

adder of air, usually made from animal skins,

hich must be burst over the recipients mouth and

ose.

ReversibleElemental Bonding  (Alteration)

Sphere: Elemental (Any)

Range: Touch

Components: V, S , M

Duration: Permanent

Casting Time: 1 round

Area of Effect: Creature touched

Saving Throw: None

With this spell the priest attempts to repair physical

damage done to another being or creature. In an ele-

mental sense, part of the damage incurred by combat

wounds or disease is, in fact, an imbalance created in

the bodys elemental proportions. Through this spell,

the priest restores some of this balance.

The amount of damage healed is 1d4 + 1 points,

but there are restrictions. If the damage is from dis-ease or combat, the priest cannot completely heal

the recipient with this spell. He only heals the char-

acter to within three hit points of perfect health. For

instance, if a warrior with 15 maximum hit points

has 11 left, an elemental bonding spell can only heal

1 point of damage. Other magic can heal the re-

maining damage. If, however, the wounded charac-

ter took all damage solely from an elemental, the

priest heals all damage with this spell.

T h e m a t e r i a l c o m p o n e n t f o r t h i s s p e l l i s a n

amount of elemental material sufficient to cover the

recipients wounds. The priest must abide by his

sphere of elemental worship when performing this

spell.

Proof Against Undeath (Necromancy, Alteration)

Sphere: Cosmos

Range: Touch

Components: V, S , MDuration: Permanent

Casting Time: 4

Area of Effect: Creature touched

Saving Throw: Special

117

Page 119: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 119/162

Page 120: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 120/162

When used to grow plants, cleared water can

double the yield of fruit- or grain-bearing plants.

This applies to trees of life and magical fruit trees,

but only if cleared water is used to nurture the trees

for every day of their growing life.

The reverse of this spell, muddy water, has exactly

the opposite effect. Characters must drink twice as

much and plants yield half as much. The effects of

muddy water are not readily apparentcharacters

may think they are taking their fill of water but find

themselves suffering from dehydration anyway;

farmers may not realize until crops are in andits too late.

The material component of this spell is a single

drop of distilled water, or, for the reverse, a rotted

seed.

Winds of Change (Enchantment/Charm)

Sphere: Elemental (Air)

Range: 30 yards

Components: V, S , M

Duration: 1 day/level

Casting Time: 2

Area of Effect: One creature

Saving Throw: Neg.

This spell alters the judgement of one victim at ran-dom intervals, depending on the direction of the

winds. The spell can divert a character from his goal

for an extended time without physically harming him.

If the wind changes between east and west, the

characters distinction between good and evil alters.

Wind that varies between north and south alters his

attitude towards law and chaos. In absolutely calm

conditions, he becomes true neutral. The character

behaves normally from moment to moment and suf-

fers no obvious harm such as starvation or confu-sion, but he cannot pursue a given goal for long

without changing his mind.

The general direction of the wind usually changes

every two hours, and often more frequently. The

DM chooses the wind direction either randomly or

based on whatever behavior change seems most dra-

matic or entertaining. Magically altered wind direc-

tion can also change the characters attitudes; when

the spell effects end, the wind returns to its original

direction and speed. Speed of wind has no effect on

this spell.

If the victim is a player character, the player

should play his altered alignment accordingly, even

if it flies in the face of his original goals. If the victim

is a non-player character, the DM coordinates the

confused behavior similarly.

The material component of this spell is a set of

wooden dicing sticks.

Third-Level Spells

Conjure Lesser Elemental

(Conjuration/Summoning)Reversible

Sphere: Elemental (Various)

Range: 30 yards

Components: V, S , M

Duration: 1 turn +1 round per level of the caster

Casting Time: 3 rounds

Area of Effect: Special

Saving Throw: Special

With this spell a priest may freely summon a

lesser elemental from his own elemental sphere. The

lesser elemental does anything in its power to aid the

caster. A priest cannot summon an elemental from

another sphere (e.g., a water priest cannot summon

a fire elemental).

Once cast, there is a 50% chance for one to three

2 HD elementals to appear; a 25% chance for one

or two 4 HD elementals; and a 25% chance for one

6 HD elemental. The lesser elementals can be sentback by the caster, one at a time or all at once, at

any time. They automatically return to their home

plane after the duration of the spell.

119

Page 121: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 121/162

Conjured lesser elementals must be controlled by

the priest or they simply assume a defensive posture

until returned to their plane. Lesser elementals do

not attack the priest when uncontrolled. Lesser ele-

mentals can be controlled up to 30 yards away per

level of the caster. Lesser water elementals are de-

stroyed if they are ever more than 30 yards from a

large body of water.

Lesser elementals are described in the  MonstrousC o m p e n d i u m , D A R K S U N A p p e n d i x , T e r r o r s

of the Desert.

The spell requires the casters holy symbol and a

handful of material representative of the elemental

beings home plane, as follows:

 Air: breath of the caster.

Earth: dirt, dust, or other earth.

Fire: any burning object.

Water: liquid water, sweat, saliva, etc.

Fourth-Level Spell

Reversible

Protection from Weather (Abjuration)

Sphere: Elemental (Air or Water)

Range: Touch

Components: V, S , M

Duration: 1 hour/level

Casting Time: 7

Area of Effect: Creature touched

Saving Throw: Neg.

When this spell is cast, it creates a magical barrier

around the recipient at a distance of one foot. The

barrier moves with the recipient, who completely ig-

nores natural (not magical) weather effects. Driving

rain, wind, or driven sand do not impede progress.

Incredible heat does not affect water intake or dehy-

dration. Natural lightning cannot affect him.Normal light and darkness are not considered

weather effects for this spell. The after-effects of

weatherflood waters, muddy ground, or drifted

sand, for instanceimpede progress normally.

The recipient receives a saving throw bonus of

+6 to magically created weather effects such as

lightning bolt, wind wall, cone of cold, chain light-

ning, incendiary cloud, call lightning, and sunray,

and a normal saving throw against magical weather

spells that are normally listed as having none, such

as wall of fog, fog cloud, gust of wind, ice storm,

solid fog, death fog, control temperature, 10 radi-us, control weather , weather summoning, and con-

trol winds. The recipient can save vs. spells against a

dust devil, success indicating it cannot attack him.

As a side effect, spells such as whispering wind and

wind walk cannot be cast or received by the recipient

of this spell.

T h e r e v e r s e o f t h i s s p e l l , i n t e n s i f i c a t i o n o f  

weather, subjects the victim to effects more severe

than the actual weather would inflict. Driving wind

or rain drastically slows the victim. Natural light-ning does double damage. A victim in the heat re-

quires double the normal ration of water to avoid

dehydration. The victim loses any possible save

against magical weather spells, and those causing

damage add one hit point per die inflicted. The vic-

tim gets a save to avoid the effects of this spell.

The material components for this spell are a small

paper umbrella (or, for its reverse, a minute light-

ning rod).

Fifth-Level Spells

Reversible

Good Weather (Alteration)

Sphere: Elemental (Air or Water)

Range: Touch

Components: V, S , M

Duration: 1 hour/level

Casting Time: 8Area of Effect: 10 radius/level

Saving Throw: Neg.

120

Page 122: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 122/162

With this spell, a priest can create an area of

moderate weather. The area affected is a sphere cen-

ered on the recipient with a radius equal to 10 feet

er level of the caster, but the sphere does not extend

eneath the ground. The sphere moves with the re-

ipient. The temperature and level of wind are mod-

rated toward a more comfortable level for the

ecipient. Temperature is adjusted by as much as 20

egrees, and wind speed by as much as 10 miles perour. Note that comfort is subjective, varying

rom race to race. For instance, what a thri-kreen

nds tolerable is sweltering for a halfling.

Preferred PreferredRace Temp (F)  Wind (mph)

H u m a n 8 0

Dwarf 85

lf 100

Half-elf 9 0Half-giant 70

Halfling 7 0

M u l 85

Thri-kreen 120

0

0

20

2 030

0

0

20

For example, if the spell were cast on a human

while the temperature outside the radius is 100 de-

grees and the wind speed is 5 miles per hour, the

good weather spell would adjust the temperature to

80 degrees and the wind speed to 0 within the areaof effect. On the same day, if the spell were instead

cast on a thri-kreen, the temperature would be

aised to 120 degrees and the wind speed to 15 miles

per hour.

Every creature within the sphere who is made

more comfortable by the spell receive a +2 bonus to

all morale rolls. They can also extend their march-

ng time by up to half the spells duration in hours

every day (provided the spells duration covers the

entire length of the march).

The reverse of this spell, bad weather, has exactly

he opposite effect, moving the outside temperature

and wind speed away from the comfortable range.

In the above example, the human would be in a

sphere where the temperature was elevated to 120

degrees and the wind speed to 15 miles per hour.

Wind speeds in excess of 20 miles per hour cut visi-

bility to half. Creatures made less comfortable by

the reversed spell receive a -2 penalty to all morale

checks and have their marching speed cut to half for

the duration of the spell. A successful saving throw

vs. spell negates this effect.The material component for this spell is a piece of

cloth from a casual garment (or, for its reverse, a

bleached bone).

Ironskin (Alteration)

Sphere: Elemental (Earth)

Range: Touch

Components: V, S , M

Duration: SpecialCasting Time: 1

Area of Effect: 1 creature

Saving Throw: None

This spell is similar to the wizards stoneskin in

that the affected creature gains virtual immunity to

any attack by cut, blow, or projectile. Physical at-

tacks by weapons (even enchanted ones), natural

animal weapons (such as fangs and claws), and

hurled projectiles (giant boulders) cannot penetrateironskin. Magical attacks from such spells as  fi re -

ball, magic missile, lightning bolt, and so forth have

normal effects. The spell blocks 1d6 attacks, plus

one for every two levels of the caster. For example, an

ironskin from a 13th-level priest would protect

a g a i n s t s e v e n t o 1 2 a t t a c k s . H o w e v e r , u n l i k e

stoneskin, only physical attacks that would other-

wise have scored a hit on the creature count against

that total. Three magic missiles can hit and do dam-

age, or a fighter can attack with a sword and fail hisattack roll without bringing down the total.

The material component for this spell is a small

iron statue worth at least 5 gp.

121

Page 123: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 123/162

eversible

ands of Time (Alteration)

phere: Elemental (Air or Water)

ange: 10 yards

omponents: V, S , M

uration: 1 round

asting Time: 8

rea of Effect: Up to 10 cubic feet/level

aving Throw: Neg.

By means of this spell, a priest can reverse the ef-

cts of aging and erosion on any nonliving, material

bject. The amount of aging that can be so reversed

epends upon the level of the caster. Consult the table

ven with the wizard spell of the same name.

The table also indicates the average effects of time

nd the elements on various materials (items protect-

d from the elements might take longer to erode, butse these times for all restoration). Papyrus and

ooden objects fade over time, making it difficult,

ut not impossible, to read or identify surface fea-

res. Fragile objects must survive an item saving

row vs. fall every time they are used; brittle items

ust survive vs. a crushing blow. Crumbled items

e unusable but still identifiable as papyrus or wood;

ust is completely unidentifiable and unusable.

Stone and metal items wear away over time, and

eir shapes smooth out until the item is completelyorn away. Paint indicates that artificial coloration is

one or unrecognizeable; Etching means carved let-

rs or pictures are worn away; Relief  indicates that

eeply carved letters or images are severely eroded;

orm indicates that time has eroded away all but the

asic form of the original stone or metal. The frac-

ons ½ and ¾ tell when the item has lost that

mount of its original mass. Dust means the original

em is completely gone, eroded away to nothing.

A 15th-level priest could, for example, turn evenpile of dust back into the new, clean piece of papy-

us it once was, or turn the crumbled remains of a

aff back to its original form, or even restore a

painted map on the wall of a temple constructed of

soft stone. This spell cannot restore damage done to

an object by anything other than natural aging or

erosion. Use this table as a guide for other objects

that dont exactly fit into these categories.

The material components for this spell are a tiny

hourglass (during the spell, the sands run upward)

or, for the reverse, a miniature sundial that has

The reverse of this spell, accelerate erosion, allows

the priest to speed up erosion on any nonliving ma-

terial object. In the example above, the 15th-level

priest could turn a clean piece of papyrus to dust, or

turn a new staff of wood into crumbled pieces, or

timed the passage of at least one year. Neither is

consumed in the casting.

erase a painted map from a wall of soft stone.

Tree Growth (Enchantment)

Sphere: Elemental (Earth or Air)

Range: 0

Components: V, S , M

Duration: 1 round

Casting Time: 8

Area of Effect: Special

Saving Throw: None

Through this spell, a priest can cause a normal

tree to grow from a seed to full size in only one

round. The tree itself is not magical; only its acceler-ated growth is a magical effect. The priest must

place the seed where he wishes the tree to grow; if

this is not already on a soil or earth surface, the tree

will seek out soil no more than 1 foot below, even

through rock or metal. If the priest wishes to simply

drop the seed where he is, he may do so; if he wishes

to toss the seed to some specific location within 12

feet, he must make a successful Dexterity check

failure means he missed the exact location, but by

no more than 3 feet. During its rapid growth, the

tree tries to attain its full size and height, smashing

through barriers with a Strength score of 25. Wood-

en structures splinter; rock walls, ceilings, and foun-

122

Page 124: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 124/162

dations split and crumble; even metal barriers bend

or split against the massive growth of the tree.

Should a structure collapse because of the trees

growth, creatures may have to make saves vs. spell

o r t a k e d a m a g e , a t t h e D M s o p t i o n . T h o u g h

rapid, the growth of the tree can easily be avoided

by most characters and creatures.

The material component for this spell is the seed

itself, which must be undamaged but need not have

any magical enchantment prior to the casting of this

spell.

Sixth-Level SpellsSilt Tides (Alteration)

Reversible

Sphere: Elemental (Earth or Air)

Range: 0

Components: V, S , MDuration: 4 hours/level

Casting Time: 9

Area of Effect: Special

Saving Throw: None

With this spell a priest can create an area of ab-

normally low tides in the Sea of Silt. The area of silt

affected is a circle with a radius of 10 yards per level

of the caster. Within the circle, the silt drops 10 feet

below its normal level, which is usually enough to

expose the maze of rock walkways common to the

coastal areas of the Sea. The spells area of effect

moves with the caster, so he can travel the rock walk-

ways while exposed to the air. Strong winds and the

like affect the silt normally.

The reverse of this spell, high silt tides, causes the

silt to rise 10 feet higher within the circular area of

effect. The silt can overwhelm vessels or wading

creatures who are not tall enough to wade through

ten additional feet of depth.

If cast outside the Sea of Silt, this spell has no

effect. The material component for this spell is a

123

Page 125: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 125/162

small, oval lump of lead that has been cast by moon-

light.

ReversibleUnliving Identity (Necromancy)

Sphere: Cosmos

Range: Touch

Components: V, S , M

Duration: 1 day/level

Casting Time: 9

Area of Effect: Creature touched

Saving Throw: Neg.

A priest employs this spell to give temporary per-

sonali ty and identi ty back to mindless undead,

namely skeletons and zombies. The undeads pre-

vious consciousness and identity are restored, in-

cluding memories, preferences, personality, and

alignment. The creature is still undead, but now has

the ambitions and thoughts it had as a living being.

There is a 1% chance per year that the creature has

been dead (not necessarily undead) that it goes im-

mediately mad, unable to accept its undeath and

the changes to its world over that timea mad un-

dead immediately flees, its identity forever lost.

In instances where the history of a particular un-

dead is known, the DM can apply what he knows to

the new free-willed skeleton or zombie. However, in

cases where the undeads history is unknown, select

its former class, alignment, and level according to

what best suits the adventure, or decide randomly.

Note: The undead does not retain any of its class or 

level bonuses; it is still simply a skeleton or zombie.

Remember, none of this information will be readi-

ly apparent for a skeleton, though characters may

be able to guess at class from the tattered clothing

still worn by a zombie.

The reverse of this spell, unliving mindlessness,

permanently returns any free-willed skeleton or zom-

bie to i ts former mindless state, or temporari ly

makes other undead mindless. The undead creature

retains its combat and life-draining abilities, but has

124

no sense of who it is, was, or what its previous plans

were. For the duration of the spell the undead wan-

ders aimlessly, slaying and draining life until de-

stroyed. This spell does not work on liches, and it

affects a vampire only until the vampire feeds again.

The material component for this spell is any arti-

cle significant to the undeads former life, such as a

piece of clothing or equipment, a favorite weapon, a

letter he had written, etc.

Seventh-Level SpellsConjure Greater Elemental

(Conjuration/Summoning)

Reversible

Sphere: Elemental (Various)

Range: 30 yards

Components: V, S

Duration: 1 turn/level

Casting Time: 1 turn

Area of Effect: Special

Saving Throw: None

This spell allows a priest to summon a single

greater elemental from his sphere of major access.

Determine the Hit Dice of the elemental with per-

centile dice:

01-65, 10 HD; 66-90, 14 HD; 91-00, 18 HD.

Greater elementals are described in the  Mon-

s t r o u s C o m p e n d i u m , D A R K S U N A p p e n d i x ,

Terrors of the Desert.

This spe ll is otherwise identical to the fifth-level

priest spell conjure elemental.

Page 126: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 126/162

Silt Cyclone (Conjuration)

Sphere: Elemental (Earth or Air)

Range: 120 yards

Components : V, S, M

Duration: 2 rounds/level

Casting Time: 1 round

Area of Effect: Special

Saving Throw: None

By casting this spell on the Sea of Silt, the priest

creates a powerful whirlwind of silt. The cyclone, 10

feet wide at its base and 20 feet wide at its top, rises

from the silts surface to a height of 100 feet, spin-

ning violently and picking up tons of dust. The cast-

er can move the cyclone up to 30 feet per round, but

it cannot go beyond 120 yards from him.

The cyclone spins so quickly that its center be-

comes extremely hot, shooting off balls of searingdust as the whirlwind spins faster and faster. Any

creature within 90 yards of the whirlwind must save

vs. magic every round or be hit with a 2d12 ball of

s u p e r - h e a t e d d u s t . A n y c r e a t u r e t h a t a c t u a l l y

touches the cyclone suffers an attack (THAC0 5)

that inf l icts 10d6 points of damage. A creature

that takes damage from this attack is also thrown

3d6 yards away, suffering another 1d6 points of

damage.

The cyclone can be dissipated by an air elementalor other powerful being from the elemental plane of

air on command, by dispel magic, or by forcing its

base away from the Sea of Silt. The cyclone can be

moved by a powerful magical wind (gust of wind is

insufficient); control weather, weather  summoning,

or wild weather  spells can move it 10 yards for every

10 miles per hour of wind sustained against it for an

entire round.

The material components for this spell are silt

from the Sea of Silt and a childs toy top. This spellcannot be cast away from the Sea of Silt.

125

Psionic EnchantmentsEighth-Level Spells

Alter Climate (Alteration)

Sphere: Elemental (Air or Water)

Range: 0

Components : V, S, M

Preparation Time: Variable

Duration: Special

Casting Time: 1 turn

Area of Effect: 40 square miles

Saving Throw: None

The alter climate spell lets a priest subtly affect

the pattern of weather over a large area for a long

period of time. Before casting the spell, the priest

must travel in the 40 square miles to be affected,

spending at least four hours each day for a mini-

mum of 30 days studying the local weather and ex-

periencing the lands bounty and hardships. Once

cast, the spells duration is equal to five times the

number of days the priest spent studying the area.

If the spell is cast to improve the weather, normally

scant rainfall is supplemented mildly, and the severity

of winds and storms are reduced for the duration of

the spell. Existing croplands in the area of effect cer-

tainly provide an abundant harvest, and most likely a

surplus the locals can sell. Other existing plants are

also fruitful, but alter climate does not create new

plant life. If cast in conjunction with a  prolific vegeta-

tion spell, any barren land (stony barrens, sandy

wastes, etc.) grows grass and scrubs (much like scrub

plain terrain) after 10 days and for the duration of

the spell. The accelerated rainfall levels are very

gradual and are spread over the duration of the

spellthere is no flash flooding or excessive erosion.

If the caster instead worsens the weather, rainfall

is cut to drought levels and the severity of sand and

wind storms increases. Crops in the affected area

automatically fail, leaving the fields dried and nearly

ruined. Other vegetation may also be destroyed, de-

Page 127: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 127/162

pending on the terrain. Areas of scrub plains be-

come sandy wastes after 30 days, and the land does

not naturally recover its scrub covering if the spell

lasts more than 300 days. Areas of forest become

sandy wastes after 600 days, and the land does not

naturally recover its trees or other plant life if the

spell lasts more than 1,500 days. Magical vegetation

is unaffected.

In either case, the spells effect on the weather isnot immediately apparent. A casual observer may

never realize what is happening until after half a

year or more has passed.

The material components for this spell are speci-

mens of every type of weather common to the area

a cup of rainwater, a handful of windblown sand,

and a piece of a tree or rock split by lightning.

These must be collected by the priest during his pre-

paratory study.

Create Oasis (Conjuration)

Sphere: Elemental (Air, Earth, Water)

Range: 0

Components: V, S , M

Preparation Time: Variable

Duration: Special

Casting Time: 1 turn

Area of Effect: Special

Saving Throw: None

This spell creates a lush oasis within the confines of

a ring of standing stones of the priests creation. The

maximum radius of the oasis is 30 yards per caster

level beyond 20th; a priest may create a smaller oasis

if desired. The preparation time is the time required

to erect the circle of stones. Each stone must be at

least 12 feet tall and no more than 4 feet wide or

thick; rough-hewn and oblong; and set into the

ground to stand on end. One must be placed every

10 yards around the circumference of the proposed

oasis. The table below shows how many stones must

be erected for oases of various sizes.

Radius CircumfLevel

Creatures(yds) (yds) Stones Supported

21 30 189 19 8

22 6 0 376 38 31

23 9 0 566 5 7 71

2 4 120 754 76 126

25 150 943 95 197

2 6 180 1130 113 283

2 7 2 1 0 1320 132 38528 240 1508 151 503

2 9 270 1697 170 636

3 0 300 1885 189 785

Cutting and placing a single stone requires 48

worker-hours, provided stones are readily available

in the area and the workers have appropriate tools

(chisels, spikes, hammers, rollers). If tools or ready

stones arent available, this time may increase or, at

the DMs discretion, the preparation may be im-possible. Also, particularly skilled or capable work-

ers (such as dwarves, half-giants, or slaves trained in

priest can erect the stones himself by physical or

magical labor, or he may enlist the help of any num-

ber of other creatures who share his alignment (if

any laborers are not of the priests alignment, the

spell will fail when cast). After the last stone is

placed, the priest must cast the spell from the exact

center of the ring. Interruptions during the place-ment of stones do not negate the spell, provided all

the stones are in place at the time of casting.

Once cast, the circle inside the stones is instantly

transformed into a plant-filled, water-rich oasis. The

trees and bushes are laden with nourishing, delicious

fruits, and small game birds and animals appear, sup-

ported by springs and pools of fresh, cool water. The

oasis can also sustain one human-sized creature for

every 36 square yards, as shown on the table. Each

night, lost animals, fruits, and water are automaticallyreplenished. Defiling magic still causes permanent

damagesubtract the damaged area when consider-

ing the oasis ability to support living creatures.

quarries) may cut the time by as much as half. The

126

Page 128: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 128/162

The oasis remains intact until the priest physically

oves beyond the ring of standing stones or until he

oluntarily ends the spell. Once ended, the oasis

nd the standing stones vanish, leaving the exact

rrain that existed before. The spell also ends if the

sting priest is slain.

The material components for this spell are the

anding stones themselves, which dont vanish until

e spell is broken.

rever Minions (Necromancy)

phere: Cosmos

ange: 30 yards

omponents: V, S , M

reparation Time: 21 days

uration: Permanent

asting Time: 1 turn

rea of Effect: Special

aving Throw: None

With this spell a priest can guarantee that a num-

er of his followers will automatically animate as

ombies when they are killed. The enchantment

ays with the followers until they are slain.

During preparation, both the priest and the fol-

wers to be enchanted must spend at least eight

ours per day in seclusion, in the dark, readying the

pell. If a follower misses a day of preparation, the

pell cannot work for him. If such a follower is

resent during the casting of the spell, he is instead

mmediately slain and does not rise as an undead.

The number of followers that can be so enchant-

d is measured in Hit Dice; 3 HD per level of the

aster is the maximum per casting of the spell. One

ound after those followers have fallen they reani-

ate as zombies, just as in the spell animate dead.

Whether or not they are in the priests presence, the

ombies immediately seek him out and obey his in-

ructions. During casting, the priest can specify an

ncreased time (up to a maximum of one day) be-

ween death and reanimation.

127

Followers who are not slain in the service of the

priest do not immediately reanimate. For instance, a

follower who secretly works against the priest or who

dies on personal business does not reanimate.

Recipients of the spell can already be zombies or

skeletons. In the latter case, they reanimate as skele-

tons. Forever minions cannot be cast more than

once on a single creature.

The material component for this spell is a wax im-print of every followers right hand (claw, tentacle,

or whatever).

Reversible

Hasten Crops (Alteration)

Sphere: Cosmos

Range: 0

Components: V, S, M

Preparation Time: 15 days minimumDuration: Special

Casting Time: 6 hours

Area of Effect: Special

Saving Throw: None

By using a hasten crops spell, a priest can lessen

the time necessary to grow grain crops from seed to

harvest within a given area. The area of effect is one

square mile per level of the caster beyond 21st, but

only applies to one grain crop planted in that area;

the type of grain must be stated before the spell is

cast. During the preparation time for the spell, the

priest must spend three hours per day praying over

the seeds to be used for the crop, and at least three

hours a day travelling and blessing the fields to be

planted. This process must continue for at least 15

days. The seeds still have to be planted by the local

farmers before the spell can be cast.

On Athas, typical grain crops require a full 120

days to reach harvest, though some crops may take

as few as 90 or as many as 150 days. Upon casting,

hasten crops reduces the normal time it takes to

grow the grain crop from seed to harvest by the days

Page 129: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 129/162

Page 130: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 130/162

ghtning storms, torrential downpours, incredible

eat or cold, hailstones, even snowfalls are possible.

he weather condition created slows and damages

l creatures within the spells area of effect (includ-

ng the caster). Creatures caught in wild weather 

ove at one-third their normal movement rate.

reatures caught in the open take 1 point of dam-

ge per turn until they find covereven going to

round and covering oneself is sufficient cover, but that case movement is halted.

If the weather created might be considered harm-

ul to the land or its plants and animals, then a spir-

of the land may intervene, at the DMs option.

he spirit must believe that damage would be un-

aturally severe (weather, after all, is a natural

henonenon); spells aimed against other trespassers

o its lands rarely interest it. The spirit can save

gainst the spell to negate its effects, saving on a 5

r higher.The material component for this spell is a large

ass bottle with air collected at a location where the

eather created is common. The priest must wander

hrough the area to be affected, occasionally un-

orking the bottle to release some of the air for the

ntire preparation time for the spell.

Ninth-Level Spells

ir of Permanence (Alteration)

phere: Elemental (Air)

ange: 0

omponents: V, S , M

reparation Time: 30 days

uration: Permanent

asting Time: 1 turn

rea of Effect: 30 cubic feet of air

aving Throw: None

Through this spell a priest can slow the effects of

ging on any nonliving item. The item must be

sealed in an airtight container. It is the air that is

enchanted, not the item within.

A skilled artisan must construct a container with

a volume up to 15 cubic feet; it costs at least 1,000

cp. During the preparation time, the priest must

spend six hours per day enchanting the container

and drawing sigils and runes on its inner surfaces.

The enchantment makes the container airt ight

against natural decay, though tampering ends thespell.

Once items are placed inside the container and

the spell is cast, time effectively stops inside. The

items do not age or decay in any way. If the con-

tainer is broken, the items are unharmed and re-

sume aging at the normal rate, as if nothing had

ever happened.

When casting, the priest may also place a cause

b l indness , cause deafness , cause disease , or bestow

curse spell on the container. Tampering with thecontainer unleashes the spell on the tampering char-

acter(s). Once the container is broken and the air of 

 permanence lost, this additional spell is lost, as well.

The material component for this spell is a bottle

of air taken from the remains of the lungs of a crea-

ture that has been dead at least 100 years.

Disruption (Alteration)

Sphere: Elemental (Air)Range: 0

Components: V, S, M

Preparation Time: 30 days

Duration: 7 days

Casting Time: 1 turn

Area of Effect: Special

Saving Throw: None

This spell lets the priest disrupt the magical link

between templars and their sorcerer-kings, cutting

off their source of spells. That link is a complicated

affair, based on magic, psionics, and physical law; it

is possible to block it by setting up interference or

129

Page 131: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 131/162

Page 132: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 132/162

ny or all the mountains and raise them again; in all

ays, he controls them perfectly.

After the spells duration is up, the mountains re-

urn to the earth as suddenly as they came. The

round appears undisturbed, although man-made

ructures remain in ruins.

The material component for this spell is rock from

recent landslide.

ocket Dimension (Enchantment, Alteration)

phere: Cosmos

ange: 0

omponents : V, S, M

reparation Time: 30 days

uration: Special

asting Time: 1 turn

rea of Effect: Special

aving Throw: None

The caster can fill a  pocket dimension with mate-

r i a l s o r c r e a t u r e s a n d c a r r y i t a r o u n d . O n c e

opened, the portal disgorges its contents into the

Prime Material plane.

During the entire preparation period the priest

must travel extensively (at least two hours per day) in

either the Astral or the Ethereal planes (his choice),

because the pocket dimension temporarily exists

there. Upon casting, a portal opens to the pock-

et dimension from the Prime Material plane. The

portal is an invisible square, 40 feet on a side, stand-

ing just a t ground level . Anything that passes

through the square enters the pocket dimensionit

cannot return until the portal is reversed (see be-

low). Anything living can walk through the portal.

I n a n i m a t e o b j e c t s m u s t b e c a r r i e d o r p u s h e d

through. The portal has only one directiona char-

acter who gets one arm halfway through cannot pull

it out!

131

Page 133: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 133/162

The portal remains open for up to an entire day,

accommodating everything that enters during that

day. Then it closes to become a clear glass disk,

roughly the size of a coin. The glass disk weighs vir-

tually nothing. While the priest has it, everything

that passed into the pocket dimension stays there.

Time does not pass in the pocket dimension. The

disk is specially protected, and does not radiate

magic under the scrutiny of detect magic. Nothingcan interfere with the contents of the pocket dimen-

sion; planar creatures cannot enter, and astral and

ethereal beings cannot gain access.

When the glass disk is snapped in two, the portal

reopens, and everything that went into it re-emerges in

the same order and at the same speed as it entered.

The first thing that entered the pocket dimension is

the first to exit. The glass disk has no particular resist-

ance to damage, and may break accidentally.

The material component for this spell is the hide

of any planar creature.

Prolific Vegetation (Alteration/Conjuration)Reversible

Sphere: Cosmos

Range: 0

Components: V, S , M

Preparation Time: 30 days

Duration: Permanent

Casting Time: Special

Area of Effect: Special

Saving Throw: None

When this spell is cast, the priest causes shrubs

and grasses to grow over a wide area of previously

barren terrain. During the preparation time, the

priest must spend eight hours per day for 30 days

fashioning a staff from a tree of life, a material com-

ponent that may be difficult to obtain. The priest

must carve the staff perfectly smooth with an obsidi-

an dagger, and cannot undertake any other task

during the eight-hour period.

The spells area of effect is a circle with a maxi-

mum radius that varies with the casters level. The

priest may affect a smaller radius if desired. The ter-

rain must be virtually barren of plant life; if not, the

spell will fail. To cast the spell, the priest thrusts the

obsidian dagger into the ground at the center of the

circle, then moves with the staff to the circles edge.

The priest then walks around the area of effect,

dragging the staff along the ground. The staff magi-cally keeps the priest on a perfectly circular path,

eventually returning to where he started. The priest

must walk (not run, fly, or levitate), though he may

use magical means to speed the walk. If the time to

complete the circle requires the priest to stop to eat,

sleep, and so on, there is no penalty, provided the

priest immediately resumes walking; but other inter-

ruptions lasting more than a single round negate the

walking and it must be started again. If the dagger

at the center of the circle has been disturbed, the

spell fails, so a priest often places a guard over it.

When the circle is completed, the spell is cast. The

tables show the distance to be walked based on the

area of effect.

Caster M a x . Rough Time to

Level Radius Circumf.  Walk*

2 4 90 yards 566 yards 5 rounds

25 180 yards 1131 yards 1 turn

2 6 540 yards 2 miles 3 turns

2 7 1.25 miles 8 miles 2 hours

28 6 miles 38 miles 9 hours

29 12 miles 75 miles 18 hours**

30 25 miles 157 miles 38 hours**

* for a human in clear terrain and weather

** requires multiple marching days

Upon casting, the area inside the circle instantly

grows thick with grass and small shrubs, much like

scrub plains. The vegetation does not emerge from

solid stone, but it arises from any soil, no matter

how rocky, sandy, or dry. Though the duration of

132

Page 134: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 134/162

he spell is listed as permanent, the vegetation cre-

ated is normal and retains no magical enchantment.

t covers the land forever or until it dies from lack of

moisture, brushfire, erosion, etc. If cast in conjunc-

ion with an alter climate spell, the vegetation can

grow and last longer.

The material components for this spell are the

staff and the dagger. Both vanish after the caster

has walked the circumference.

Storm Legion (Alteration)

Sphere: Elemental (Air or Water)

Range: 300 yards

Components: V, S , M

Preparation Time: 30 days

Duration: Special

Casting Time: 5 turns

Area of Effect: Special

Saving Throw: None

With this spell a priest can magically transport a

arge army via a natural storm system. The storm

itself must be of natural, nonmagical origin either

a sand, wind, or lightning storm.

During the preparation time, the priest must care-

fully measure the winds and the storms of the region,

spending at least four hours per day in observation of

those conditions. The spell cannot be cast until a nat-

ural storm gathers over the subject army.

The number of Hit Dice that can be affected by

the storm legion spell is determined as follows:

Priest Level Hit Dice

2 3 9 0

2 4 180

25 300

2 6500

2 7 900

2 8 1 ,500

2 9 2 ,400

3 0 3 ,600

All creatures, living or undead, can be trans-

ported by this spell. They must gather around the

priest when the spell is cast, in military formations.

Upon casting, the storms winds and blowing

sands dissolve the soldiers within the area of effect.

In a matter of a few rounds, their forms are com-

pletely gone, their essence removed to the clouds

above. All material possessions, magical and other-

wise, are dissolved with the soldiers.

The caster is similarly dissolved, but he alone re-

tains consciousness. During their journey, the caster

has control over the storms direction. A storm can

usually travel between 10 and 40 miles per hour.

Once over the desired target, the spell ends and the

caster and army literally rain out of the skies.

Descending as drops of blood, bone, and tissue,

the fragments reassemble themselves in ten rounds

into the individuals they once were. During this time

individuals are completely helpless and vulnerable

to attack. Any physical attack made on the incom-

plete form of a storm soldier destroys itit will never

reform. The caster reassembles similarly, and is just

as vulnerable to attack. Once the ten rounds pass,

the subjects are in exactly the relative positions they

had when taken up into the storm, with the same

equipment as before.

If the spell is dispelled while the storm is still in

motion, all those carried within are slain. Once cast,

the storm cannot be altered by other weather affect-

ing magic.

The material component for this spel l is the

standard or insignia of an army that was detested

during a storm.

1 3 3

Page 135: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 135/162

Tenth-Level Spells

Cleanse (Invocation)

Sphere: Cosmos

Range: Touch

Components: V, S , M

Preparation Time: 45 days minimum

Duration: PermanentCasting Time: 1 day

Area of Effect: Creature touched

Saving Throw: None

This spell lets the priest reset another charac-

ters alignment after it has somehow changed. The

priest invokes the favor of powerful beings within the

desired alignment to accept the character who has

strayed back into the ranks. Usually a priest is sought

out by another character (or that characters friends)whose alignment has somehow changed. The priest

must be of the characters original alignment.

During the preparation time, the repentant char-

acter must try to avoid his present alignment and

a s p i r e t o h i s o r i g i n a l a l i g n m e n t m o s t o f t e n

through inaction, but good role-playing should be a

bonus for a player character. Meanwhile, the priest

contacts a powerful being of the appropriate align-

ment. Powerful beings aligned to good/evil or law/

chaos exist in the outer planes. Powerful beings of aneutral alignment reside mainly in the inner, ele-

mental planes. Particularly powerful creatures, such

as advanced beings, spirits of the land, or other

Athasian beings, may also be suitable, at the DMs

discretion.

The priest contacts the being either magically,

psionically, or physically three times during the

preparation period, once every 15 days after prepa-

ration has begun. The contact is brief but

probingthe priest must plead his case with thepowerful being. Since priest and being are of the

same alignment, the contact is never hostile, though

it may not be successful. Based on the sincerity of

the character desiring change, the priests belief in

the character, and the players role-playing, the

DM decides if the meeting is successful. If not, the

priest must make contact again after 15 days. After

three successful meetings, the spell may be cast.

After casting, both character and priest place

themselves at great risk. If the priest has acted in

any way contrary to his alignment, or if the repent-

ant character has not done all he can to change

his ways during the preparation time, the spell

goes drast ical ly wrong. The priest immediately

changes alignment to match that of the repentant

character, and that character immediately loses half

of his accumulated experience to date. Once this

has occurred, neither character may employ a

cleanse spell ever again. If the DM is convinced that

both priest and repentant character have acted

properly, the spell works and the character regains

his original alignment.

This spell relies on the role-playing of the charac-

ters and the DMs interpretation of events and mo-

tivations. The DM plays the part of the powerful

being, watching out for the best interest of its align-

ment. Flagrant disregard for alignment while under

this intense scrutiny should cause the spell to fail.

Use the three meetings of the preparation period to

update the characters on their progressa series of

failed meetings should dissuade them.

The material component for this spell is a magical

item usable only by a character of the priests align-

ment. It is destroyed when the spell is cast.

Insect Host (Conjuration/Summoning:)

Sphere: Elemental (Air)

Range: 300 yards

Components: V, S , M

Preparation Time: 7 days

Duration: 1 day

Casting Time: 1 turn

Area of Effect: Special

Saving Throw: None

134

Page 136: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 136/162

When this spell is cast, cloud upon cloud of fly-

ng, biting insects swarm to the priest to serve him.

Unlike insect plague, these insects are magically cre-

ted, so the spell can be cast where there are no nat-

ral insects. Each insect is extremely small, barely

he size of a pea, but, by the thousands or even mil-

ons, they cause horrendous destruction.

During preparation, the priest clearly pictures the

nsects to be conjured and the kind of destructionhey will inflict. This requires secluded concentra-

on for the entire period.

When cast, the priest calls one cloud per level

bove 15th. Each cloud is roughly a sphere with a

adius of five yards and contains many thousands of

ndividual insects. Each cloud has MV 24 and is

ompletely under the priests control. Each can per-

orm a different task, provided it remains within

ange of the caster.

Creatures caught within a cloud can see no more

han five feet away. Spellcasting is impossible. Each

reature sustains 5 hp of damage per round in the

loud, regardless of Armor Class, and invisibility is

o protection. All creatures with 4 HD or less auto-

matically run away from the cloud, scattering. All

hose less than 8 HD check morale to avoid doing

he same. The priest cannot affect only selected in-

dividuals within a cloud.

A cloud descending on crops devours its volume

er turn, wiping out whole fields in a few hours. For-

sts are likewise ruined. In a city or village, the

ownspeople panic while the insects destroy all un-

rotected foodstuffs and all wooden and tarp con-

truction. Several clouds can easily surround a

roup, or they can block a road.

The insect host can be dissipated by dispel magic.

t can also be blown back with a powerful, magical

wind, dispersed for a time by an air elemental, or

emporarily held off with smoke, though the latter

will only work for a few rounds. Area effect magic

uch as  fi re ba ll can destroy large numbers of the

magical insects, but individual attacks have very lit-

le effect.

135

The material component for this spell is a blown

glass model of a locust or other insect, filled with

gem dust (100 gp minimum).

Planar Vassal (Summoning)

Sphere: Cosmos

Range: 0

Components: V, SPreparation Time: Special

Duration: 7 days

Casting Time: 1 turn

Area of Effect: Creature summoned

Saving Throw: None

This spell lets the priest capture an outer planar

creature of opposite alignment and force it into tem-

porary servitude. The priest selects the type of crea-

ture desired before the preparation time begins. Its

alignment must be directly opposite the casters, as

follows: lawful is the opposite of chaotic, good the

opposite of evil, and neutral has no opposite. For

example, a lawful good priest must select a chaotic

evil being. True neutral priests cannot cast this spell.

During preparation, the priest must cast a  ga te

spel l to cal l the creature to the Prime Material

plane. Because the creature called for may or may

not step through the gateand even if it does, it

may immediately attack the priestthe preparation

is hazardous. When the creature of opposite align-

ment arrives, the priest must personally subdue it,

without help from others. Once the priest inflicts

damage equal to half the creatures hit point total

by any means, he can cast the  planar vassal spell.

Upon casting, the planar creature immediately

becomes a discontented vassal of the priest. He

grumbles and complains about duties, but performs

them, albeit slowly at times. The vassal obeys the

letter of all commands but tries to violate their spirit

when feasible. The planar vassal has no obligation

to protect the priest unless so ordered. Planar crea-

tures with the power to call others of their kind can

Page 137: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 137/162

be ordered to do so, but those new creatures are in

no way controlled by the priest. Once the seven days

have passed, the planar creature most likely (75%

chance) attacks the priest; otherwise it simply re-

turns to its home plane.

Other planar creatures may notice their associ-

ates absence and come to investigate. Also, once

the creature is free again, it plots its revenge-wise

priests see to it that their planar vassals are them-selves slain carrying out their duties. But those that

survive are usually very long-lived and never forget

an enemy.

Note: Outer planar creatures are described in the

 Mon s t ro u s Com pe n d i u m Ou t e r P l an e s A pp en d i x .

Prolific Forestation (Alteration/Conjuration)

Sphere: Cosmos

Range: 0

Components: V, S , M

Preparation Time: 30 days

Duration: Special

Casting Time: Special

Area of Effect: Special

Saving Throw: None

With this spell the priest causes a grove of trees to

magically appear. During preparation the priest de-

votes eight hours per day for 30 days to the fashion-

ing of a staff from a tree of life, a material

component that may be diff icult to obtain. The

priest carves the staff perfectly smooth with a dia-

mond dagger, and cannot undertake any other task

during the eight-hour period.

The spells area of effect is a circle with a maxi-

mum radius that varies by the casters level. The

priest may affect a smaller radius if desired. The ter-

rain must have no other trees; if it does, the spell

fails. To cast the spell, the priest thrusts the dia-

mond dagger into the ground at the center of the

circle, then moves with the staff to the circles edge.

The priest then walks around the area of effect,

dragging the staff along the ground. The staff magi-

cally ensures that the priest walks a perfectly circular

path, eventually returning to where he started. The

priest must walk (not run, fly, or levitate), though he

may use magical means to speed that walk. Inter-

ruptions lasting more than a single round negate the

walking, and it must be started again. If the dagger

at the center of the circle has been disturbed, the

spell fails, so a priest often places a guard over it.When the circle is completed, the spell is cast. The

table shows the distance to be walked based on the

area of the spell.

Caster Max. Rough Time to Trees

Level Radius Circumf.  Walk in Grove*

27 30 yards 188 yards 2 rounds 140

28 60 yards 377 yards 4 rounds 560

29 120 yards 754 yards 7 rounds 2,250

30 240 yards 1507 yards 13 rounds 9,000

* approximately; can vary as much as 20%

The forest consists of mature trees 1-4 feet in di-

ameter, spaced 3-6 yards apart. The forest canopy,

thick with foliage, towers 30 to 120 feet. This spell

creates no brush or undergrowth for the forest; its

floor is the same terrain type as before the spell. The

spacing of the trees hinders the movement of huge

or gargantuan creatures; smaller creatures move

unimpeded.

Unlike the  prolif ic vegetation spell, the trees cre-

ated have magical protection against natural de-

struction for one year per caster level. Natural fires

or lightning do not affect them; lack of water or oth-

er harsh weather cannot kill them. Defiler magic

still destroys them normally, as can any directed at-

tack that would affect normal trees.

The material components for this spell are the

staff and the diamond dagger. Both disappear when

the spell is cast.

136

Page 138: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 138/162

Silt Bridge (Alteration)

Sphere: Elemental (Earth)

Range: Touch

Components: V, S , M

Preparation Time: 45 days

Duration: 7 days/level

Casting Time: 5 turns

Area of Effect: SpecialSaving Throw: None

With this powerful spell, the priest can temporari-

ly turn a vast area of the Sea of Si l t into sol id

ground. This spell cannot be cast elsewhere.

During the preparat ion t ime, the priest must

spend at least six hours per day flying over the silt to

be altered, sprinkling it with bone dust. Unlike most

psionic enchantments, interruptions during a days

activities can be tolerated, provided the priest does

spend six hours during each day in preparation.

Once cast, the mixture of bone and silt hardens to

form a solid surface. The area solidified is a rectan-

gle 100 yards across, and its length is one mile per

caster level above 20th. Multiple castings can create

longer bridges.

The hardened area can support any amount of

weight, since it is solid from the surface down to the

bottom of the Sea of Silt. If it is gouged or attacked,

it acts exactly like bone. When the spell duration

ends, the bone softens over a period of just three

rounds back into its original siltthose standing on

it likely disappear beneath the surface.

The material component for this spell is a large

amount of bone dust. The caster must assemble at

least 50 pounds of bone dust per day of preparation,

or 2,250 pounds altogether. Generally, a humanoid

creature has 25 pounds of bones. Larger creatures

have 25 pounds per Hit Die. The caster need not

gather or grind these bones himself, nor does prepa-

ration time include this.

Rift (Alteration, Conjuration/Summoning)

Sphere: Cosmos

Range: 0

Components: V, S , M

Preparation Time: 60 days

Duration: 3 days

Casting Time: 10 turns

Area of Effect: Sphere 360 yards around casterSaving Throw: None

With this spell, the priest magically brings the

Negative Material plane closer to the Prime Mate-

rial plane, creating a rift between the two, centered

upon himself. The priest first spends the lengthy

preparation time studying undisturbed for at least

four hours per day, reading scrolls and books about

the planes. Upon casting, all undead in the area of

effect gain nine times their original hit points asphantom points for the duration of the spell. For

instance, a simple 5-hp zombie gains an additional

45 phantom hit points for three days. In combat, the

phantom points are taken off first, then the actual

hit points, until the undead creature is slain.

The area of the rift moves with the caster, possibly

placing some undead out of the sphere or encom-

passing others as he moves. Phantom points are

gained immediately upon entering the sphere, and

then only once per creature per casting. The caster

has no control over which undead receive the benefit

of the phantom hit points; all undead in the sphere

are so affected

The material component for this spell is an obsid-

ian goblet containing the ground bones of a dead

necromancer.

137

Page 139: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 139/162

138

Page 140: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 140/162

Clairsentient Devotions

Environment

Power Score: I n t - 2

Initial Cost: 5

Maintenance Cost: 0

Range: unlimited

Preparation Time: 0

Area of Effect: na

Prerequisite: none

This power lets the psionicist get a sensory image

of the present surroundings of a particular unliving

item. The psionicist need not have any idea where

the object is when the power is used, but he must

concentrate on a specific, familiar item. For in-

stance, my fr iends metal dagger is f ine, but

the nearest metal dagger is not.

The psionic ist receives an al l -round sensory

snapshot from the items surroundings: visual,

olfactory, aural, and temperature signals. The

power itself gives no notion of direction or distance

to the item in question, though the character can

often deduce its location from the sensory signals.

If the item has been destroyed before the power is

used, the check automatically fails. A concealed

item (for example, in a pocket) gives a black visual

image and insignificant olfactory, aural, and tem-

perature signals.

Power Score The psionicist receives a a full min-

ute of observation, getting all the same sensory im-

ages listed above.

20 The psionicist gets images from a similar

item, but not the one he wishes.

Feel Moisture

Power Score: W i s - 3

Initial Cost: 5

Maintenance Cost: 1

Range: 0

Preparation Time: 0

Area of Effect: 90-yard sphere

Prerequisite: none

As its name implies, with this power the psionicist

can feel the presence of water within the area of ef-

fect. The power in dictates all characters, creatures,

and plants in the area as having moisture, plus any

concentration of one gallon or more. The psionicist

can feel the rough nature of the water, plus its direc-

tion and distance. The amount and its accessibility

depends on the terrain and what the DM knows

about the local water supply.

Power Score The psionicist retains the power

without a maintenance cost for the next four hours.

20 The psionicist receives false feelings that

most likely dont indicate water.

Predestination

Power Score: W i s - 3

Initial Cost: 20

Maintenance Cost: 5 per year

Range: TouchPreparation Time: 1 hour

Area of Effect: 1 creature

Prerequisite: precognition

This power lets the psionicist predict the general

destiny of a single creature. That destiny is based on

the current s i tuat ion onlyfuture act ions may

change the targets predicted destiny.

Before making the power check, the psionicist

must spend a full hour alone with the subject (or

isolated if he is using the power on himself). The two

converse about the past and present, and the sub-

 ject makes known his plans for at least the immedi-

139

Page 141: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 141/162

ate future. If the subject is not completely honest

with the psionicist, the power check automatically

fails.

The DM makes the power check secretly. If suc-

cessful, the psionicist gains a broad understanding

of the target creatures prospects for one year in the

future. The DM evaluates the target and give a

general statement of one or two words. Favor-

able or great riches are appropriate responses,as are little change or even possible death.

The power gives no greater detail.

Spending additional power points gives a greater

time span, though accuracy is still vague. Each five

additional PSPs extends the prediction range by

one year.

When the DM does not clearly understand the

targets future, broader statements must be applied.

The subject creature and the psionicist are both

aware that these predictions are subject to change.The psionicists impressions are based solely on

p l o t i n e r t i a g e n e r a t e d b y p a s t a n d p r e s e n t

events.

Power  ScoreThe psionicist may peer twice as

far into the future as normal.

20 Character sees either great fortune or certain

death (DMs option) regardless of present cam-

paign situation.

Trail of DestructionPower Score: W i s - 2

Initial Cost: 10

Maintenance Cost : 3

Range: 0

Preparation Time: 0

Area of Effect: 90-yard radius

Prerequisite: aura sight

Using this power, a psionicist can detect the past

use of defiling magic in the area. The Athasian

winds and sands can blur the ash of defiler destruc-

tion in a matter of hours, but the power shows where

defiling magic has been used within the past month.

The sites illuminate for the psionicists eyes only. The

psionicist gets an accurate impression of the magics

power (the level of the defiler spell cast) and how long

ago it was cast (to the nearest day). The psionicist

learns nothing about the spell type or the caster.

Power  ScoreThe psionicist gets a clearer pic-

ture of the past events, including the type of spell

cast and its effects.20 The psionicist gets an impression of all the

defiling magic ever cast in the area, which is so great

that he cannot pick out which are more recent.

 Weather Prediction

Power Score: I n t - 2

Initial Cost: 10

Maintenance Cost: na

Range: 0

Preparation Time: 0

Area of Effect: na

Prerequisite: precognition

With this power a psionicist can accurately predict

the weather conditions for his present location. The

forecast reaches 24 hours into the future, giving the

psionicist precise knowledge of temperature, wind

speed and direction, cloud cover, and any natural

storms. The character also becomes aware of any

changes in the weather pattern during that period.

This power only predicts natural ly occuring

weather, not magically induced conditions.

Power Score The psionicist receives accurate in-

formation one week in advance, but for his present

location only.

20 The psionicist receives completely erroneous

information that he believes is accurate.

140

Page 142: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 142/162

Psychokinetic Devotions

Compact

Power Score: W i s - 1

Initial Cost: 4

Maintenance Cost : na

Range: 10 yards

Preparation Time: 0

Area of Effect: specialPrerequisite: none

With this power a psionicist can take any nonliv-

ing material and compact it into a smaller size. The

material retains its original mass, but its substance

is compressed. Each use of this power can compact

10 cubic feet of material into one cubic foot of space

(volumes smaller than 10 cubic feet are reduced by

nine tenths). The material can be gaseous, liquid,

or solid, and reacts to temperature changes normal-ly while compacted. It will remain compact for 24

hours. Then it quickly expands to its original size,

exerting tremendous force.

When expanding, the material forces i ts way

around existing things. For instance, an expanding

boulder on a surface of sand causes no damage, but

compacted water poured into the cracks of stone se-

verely damages the stone when it expands. If careful-

ly applied, each cubic foot of compacted materials

can cause as much as 25 structural points of dam-age on expansion. A creature that ingests compact-

ed materials takes 1d20 points of damage per ounce

taken in when the material reexpands. Expansion is

quick, but not explosive.

As a side effect of compaction, the material re-

ceives a +4 bonus to all item saving throws.

Power Score The material is actually compacted

by 20 times instead of the normal 10 times.

20 The material does not compact, but instead

becomes extremely hot, possibly destroying itself

and causing burn damage to those around it.

Concentrate Water

Power Score: Con -3

Initial Cost: 10

Maintenance Cost: 0

Range: 0

Preparation Time: 0

Area of Effect: 10-yard sphere

Prerequisite: telekinesis

This power lets the psionicist collect all moisture

within the area of effect as water in a single contain-

er. The amount collected depends on the local ter-

rain type.

Sandy wastes, dust sink, or salt flats: 1d3 -2 gal-

lons (minimum 0).

Rocky badlands, stony barrens, or boulder fields:

1d4 -1 gallons.

Mountains or scrub plains: 1d6 -1 gallons.

Verdant belts or forest: 1d8 +1 gallons.

The psionicist must hold the container while us-

ing the power. If the container is too small to hold

the water collected, or if it is leaky, the excess spills

onto the ground.

The power only collects uncollected vapor and

droplets around the caster. Free-standing water in a

glass, pool, or other container is not collected. It

does not adversely affect plants or animals in the

area. The drying effect on any local flora becomes

evident in the next few days, but most Athasian

plants can survive the temporary loss of ground

moisture.

Power Score The distance around the psionicist

affected is increased, effect ively doubling the

amount of water collected.

20 The power also collects a large portion of wa-

ter from the psionicists own body, inflicting an im-

mediate loss of half his hit points.

1 4 1

Page 143: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 143/162

Ghost Writing

Power Score: W i s - 2

Initial Cost: 8

Maintenance Cost: 3

Range: unlimited

Preparation Time: 0

Area of Effect: single page

Prerequisite: molecular manipulation

With this power a psionicist can write messages

on blank paper, parchment, or papyrus at a dis-

tance. The sheet can lie by itself, among many oth-

ers, rolled into a scroll, etc. The psionicist must

know of the sheets existence and its present loca-

tion. (If the sheet is no longer where the psionicist

remembers it, the power automatically fails.) The

psionicist mentally darkens the sheet in a thin, con-

tinuous line, forming, with time and effort, letters,

words, and sentences. After a successful powercheck, the character can form up to five words per

round. The psionicist receives no clairvoyance dur-

ing the powers usehe does not get an impression

of whether or not the intended people read his mes-

sage, only that it has been so written. Anyone can

read the message once transmitted.

Power ScoreThe psionicist can write 15 words

per round.

20 The psionicist believes the power is working

correctly, but is actually writing gibberish. Initial

cost and maintenance points are lost.

Opposite Reaction

Power Score: Con -1

Initial Cost: 5

M a i n t e n a n c e C o s t : 0

Range: 90 yards

Preparation Time: 0

Area of Effect: single missilePrerequisite: project force, ballistic attack

142

Acting upon a single missile attack, this power

blasts energy of equal power from the missile in the

opposite direction, presumably striking the attacker.

The missi le must be physical , not magical . The

psionicist must see the missile and use the power as

it is being fired. For bow and crossbow weapons, an

arrow of force automatically strikes the archer, caus-

ing damage as if it were the missile itself. For spears,

chatkcha, and other thrown weapons, the missile offorce must make a successful attack roll, using the

throwers THAC0, to hit. If it misses, it may strike

others standing behind the original thrower, such as

ranks in military formation. This power has no ef-

fect on the physical missile firedthe missile func-

tions normally. If the physical missle is flaming or

magically enhanced, the blast of energy does not

gain those attributes.

Power Score The blast of energy is so great that,

in addition to its normal effects, it may break the fir-ing weaponthe bow or crossbow, or the arm of the

thrower. Items may save vs. crushing damage. Crea-

tures get a Constitution check to avoid damage.

20 The force is instead added to the original

physical missileif it hits, it inflicts double damage.

Teleport Object

Power Score: I n t - 3

Initial Cost: 30 +

Maintenance Cost: na

Range: 10 yards

Preparation Time: 0

Area of Effect: na

Prerequisite: teleport

This power is identical to teleport and teleport

other, except that it teleports objects. This is much

more difficult for materials than it is for living crea-

tures. The item to be teleported must be a singlepiece and weigh no more than 100 pounds. Metal is

harder to teleport, and costs double its true weight

for this calculation. Obsidian is harder still, count-

Page 144: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 144/162

ing triple. PSP cost and difficulty increase with dis-

tance, according to this table.

Initial Power ScoreDistance C o s t Modifier

10 yards

100 yards

1,000 yards

10 miles100 miles

1,000 miles

10,000 miles

interplanetary

3 0 +1

35 0

4 0 - 1

50 - 36 0 - 5

70 - 7

100 - 7

200 - 1 1

If the power check fails, the points are still ex-

pended and the item is unaffected.

Power Score The item is temporarily strength-

ened during teleportationfor the next 2d6 days it

survives all item saving throws.

20 Some different item of similar value to the

psionicist is teleported to oblivion.

Psychometablolic Devotions

Carapace

Power Score: Int

Initial Cost: 5

Maintenance Cost: 1/ droun

Range: 0

Preparation Time: 0

Area of Effect: personalPrerequite: none

The psionicist can change his own or anothers

physical form with this power, creating a chitinous

exoskeleton. However, because the skin is heavily

damaged in the process, this is generally a last resort

to keep a character alive.

The process causes great discomfort. The outer

layer of skin turns to very hard, insect-like material,

with a huge carapace that gives more protection to

the back and head. Any clothing or armor must be

removed before the power is usedclothing is torn

143

Page 145: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 145/162

and ruined, while armor causes the power to fail.

Once changed, the character gains a natural AC 2

on his limbs and front and AC 0 on the back and

head. Dexterity immediately drops by 10 points, but

after ten rounds of getting used to the new joints,

the penalty is halved to -5. The character can still

be recognized from the front, but his features are

contorted and twisted.

Once maintenance is ended, the character pain-fully transforms. The exoskeleton breaks away over

five rounds, taking most of the skin with it. The

character emerges bloodied, with hit points equal to

level (or 1 if he was already severely wounded) and

needing at least a full days rest.

Power Score The character suffers no Dexterity

loss.

20 The init ial t ransformation is worse than

usualthe character must make a system shock

check or die.

Forced Symmetry

Power Score: I n t - 2

Initial Cost: 12

Maintenance Cost : 0

Range: 20 yards

Preparation Time: 0

Area of Effect: individual

Prerequite: none

With this power the psionicist can force a creature

into perfect symmetry in order to temporarily cause

or heal damage. Most creatures, including all the

player character races, are laterally symmetrical in

arrangement; that is, they have two halves that are

roughly identical. This power lets the psionicist

choose one of the halves and make it identical to (a

mirror image of) the other. For instance, a psionicist

can choose to make a one-eyed man completely

blind or sighted in both eyes with this power.

In terms of existing combat damage, a creature

probably has more damage to one half than the oth-

er; the psionicist can take advantage of this and in-

crease the overall damage to the victim, but can no

more than double the original damage. In reverse,

the psionicist can duplicate the less damaged half,

reducing damage possibly to zero. The DM decides

how much damage is inflicted or healed. Once em-

ployed, the power affects the creatures entire

bodyselected portions cannot be exempted. After

rounds equal to the psionicists level, the creatureresumes its normal form, though all damage inflict-

ed in the meantime remains. Items carried by the

creature are unaffected.

This power can have greater effect on creatures

that are radially symmetrical (a starfish, for exam-

ple). The psionicist can pick one portion and make

all the others duplicate it, temporarily.

Power Score  The change becomes permanent.

20 The psionicist duplicates the wrong half.

Pheromone Discharge

Power Score: Int

Initial Cost: 5

Maintenance Cost: l/round

Range: 0

Preparation Time: 0

Area of Effect: personal

Prerequite: none

This power lets the psionicists skin give off bene-

ficial odors that affect lower insects. Only insects of

animal intelligence are so affected, but their impres-

sions of the psionicist can be controlled to a great

degree. The psionicist can masquerade as any type

of insect, or any class of insect within a society. In a

hive, the psionicist can impersonate a worker, sol-

dier, even a queen, changing whenever he likes.

Changing his odor to that of another insect species

usually draws an attack, which may be useful to the

psionicist as a diversion. Any insect of greater than

animal intelligence immediately sees the psionicist

for what he really is.

144

Page 146: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 146/162

Page 147: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 147/162

The psionic ist can also perform rudimentary

communication with controlled pheromone releases.

He can send rudimentary information but has no

means to interpret the answers received.

Thri-kreen regard this power as most distasteful,

a savage abuse of psionics against the near perfect

order of common insect life.

Power Score The psionicist can maintain the

power without PSP cost for 4d6 hours.20 The insects are so taken with the psionicist

that they cover him with attention, possibly suffocat-

ing him if he doesnt receive assistance.

Return Flight

Power Score: Con -1

Initial Cost: 3

Maintenance Cost : na

Range: 0

Preparation Time: 0

Area of Effect: single missile

Prerequisite: none

This power lets the psionicist make a single missile

automatically return if it misses its target. Any com-

mon missile weapon may be affected, from an arrow

or crossbow bolt to a spear, chatkcha, sling stone, or

even ballista bolt. The maximum weight of the mis-

sile is 10 pounds, so most catapult missiles are ineli-gible. The power relies on the aerodynamics of the

missile, so unbalanced objects (chairs, mugs, small

characters) dont work.

The psionicist must touch the missile and then

fire it within two rounds otherwise the power is

lost. The psionicist must fire the missile, using his

THAC0 for the attack roll.

If the missile is usually thrown, it returns to the

psionicists hand if it misses its intended target. If

the missile is fired from a weapon, such as a bow orballista, the missile returns and gently land at the

psionicists feet. This power removes the chance for

an accidental hit on other enemies near the intended

targetonce the missile fails to hit the intended vic-

tim, it veers off for its return flight.

Power Score The missile continues to home on

its target, making a new attack each round with the

psionicists THAC0, without ever returning to the

psionicist.

20 The missile automatically misses the target

and makes an attack instead on the psionicist, using

his own THAC0!

Rigidity

Power Score: Con -2

Initial Cost: 8

Maintenance Cost: 3/ droun

Range: 30 yards

Preparation Time: 0

Area of Effect: individual

Prerequisite: immovability

This power stiffens the joints and musculature of

the affected creature, slowing it gradually until it

can barely function. Only man-sized creatures or

smaller can be affected. Most undead, such as skel-

etons and zombies, are affected, but non-corporeal

creatures are not.

The powers effectiveness is measured in stages.

The first stage is attained after the initial cost and

successful power check. The second stage is reachedon the first round that the power is maintained, and

the third stage on any rounds maintained after that.

After maintenance stops, the creature gradually re-

covers its agility, one stage per round until normal.

T o H i t Ini t ACS t a g e Penalty Penalty Penalty

1 + 1 - 2 - 1

2 + 3 - 4 - 4

3 + 6 - 7 - 7

Affected creatures have difficulty communicating

physically, and their powers of observation are se-

146

Page 148: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 148/162

verely impared. Spellcasters cannot perform somat-

c and verbal components if beyond stage one.

Power Score The power achieves stage three on

he victim immediately.

20 The power affects the psionicist instead.

Strength of the Land

Power Score: Con -2

nitial Cost: 10

Maintenance Cost : 2/round

Range: 10 yards

P r e p a r a t i o n T i m e : 0

Area of Effect: individual

Prerequisite: lend health, share strength

This power lets the psionicist tap into the strength

of the local spirit of the land, lending that strength

emporarily to one other creature. The affected crea-

ture gains 25 phantom hit points (the next 25

points of damage taken come off these rather than its

own hit points); a +3 bonus to attack and damage

rolls, regardless of the weapon used; and an auto-

matic 25% magic resistance. These benefits remain

n effect until the psionicist ceases maintenance.

There is always the danger of arousing the spirit

tself, especially if its strength is being used for de-

struction of its domain. The base chance of having

to explain oneself to the local spirit of the land is

5%. The DM may modify this chance according to

the situation. The encounter itself should be role-

played.

Power ScoreThe effects last five rounds after

maintenance is cut off.

20 The land has been recently defiled, and has

no strength to lend. Initial cost is still spent.

Psychoportive Devotions

Ethereal Traveler

Power Score: Wis -4

Initial Cost: 15

Maintenance Cost: 2/ droun

Range: 0

Preparation Time: 0

Area of Effect: personal

Prerequisite: none

With this power the psionicist can psionically tele-

port himself to the ethereal or to any border ethereal

region. With this psychoportation the psionicist

simply ceases to exist in the prime material plane

and begins to exist in the ethereal, but only in an

ethereal formthe psionicists physical form is tem-

porarily lost.

I n e t h e r e a l f o r m , t h e p s i o n i c i s t c a n n o t b e

harmedethereal objects pass through one another

easily. The psionicist cannot, in turn, harm other

creatures or objects, or even pick them up or move

them about.

The psionicist cannot directly teleport to the inner

planes beyond the ethereal, but he can move there in

ethereal form by simply crossing the border ethereal.

Once he leaves the ethereal he regains his physical

form and the power is ended. Otherwise, the power

ends when he stops paying maintenance, and his

body rematerializes exactly where it was before.

More information on the prime material, ethere-

al, border ethereal, and inner planes is given in the

Priests section.

Power Score The psionicist can maintain ethe-

real form for 24 hours without paying maintenance.

20 The psionicist collides unexpectedly with a

demiplane in the ethereal; the power fails and the

psionicist takes 4d4 points of damage.

1 4 7

Page 149: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 149/162

Telepathic Devotions

Acceptance

Power Score:

Initial Cost:

Maintenance Cost :

Range:

Preparation Time:

Area of Effect:Prerequite:

Int

10

2/turn

30 yards

0

specialnone

This power lets the psionicist make one or more

individuals docile and passive in captivity. The

psionicist gains no special control over the creatures,

but their strong emotions associated with captivity

are nullified.

The power affects the psionicists level in Hit Dice

of creatures, provided they are in range. If more Hit

Dice than that are in range, the smaller creatures

are affected first (excess Hit Dice are lost). Crea-

tures under this power do not escape, attack, starve

themselves, or disobey basic commands (to move,

sleep, work, etc.). They are not charmed and have

no love of their captors.

The creatures remain under the power as long as

they stay in range and the psionicist continues to

pay the maintenance cost. Especially harsh treat-

ment may cancel out the powers effectiveness. Al-

l o w m i s t r e a t e d c r e a t u r e s a s a v i n g t h r o w v s .paralyzation in such circumstances.

Power Score The affected creatures automati-

cally betray their own previous escape plans, and

they betray each other to the psionicist.

20 The captive creatures become bent on escape

and disrupt their captors plans until they escape or

are slain.

148

Page 150: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 150/162

Alignment Stabilization

Power Score: W i s - 1

Initial Cost: 15

Maintenance Cost: 10/day

Range: 10 yards

Preparation Time: 0

Area of Effect: individualPrerequisite: none

This power lets the psionicist keep one half-giant on

the same alignment. While stabilized, the half-giant

does not change his alignment. The psionicist cannot

change the half-giants alignment, only keep it from

changing. A half-giant willingly submits to this power

if informed about itat any given instant, a half-giant

is convinced that his current alignment is the best pos-

sible, and has no argument about keeping it that way.

When maintenance ceases, the half-giant most likely

wont notice or care.

Power Score The maintenance cost is only 5 per

day.

20 The psionicist becomes confused about his

own alignment, equivalent to a confusion spell.

Beast Mastery

Power Score: W i s - 3

Initial Cost: 2 0

Maintenance Cost: special

Range: 10 yards

Preparation Time: 0

Area of Effect: individual

Prerequisite: none

A psionicist uses this power to gain control over

psionic beasts. This telepathic devotion is only avail-

able to psionicists of 21st level or greater.This power controls only psionic creatures of ani-

mal, semi-, or low Intelligence (1-7). It does not af-

fect humanoids or undead. Of the creatures already

14 9

Page 151: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 151/162

presented for DARK SUN campaigns, these can

be controlled with this power:

F r o m t h e D A R K S U N b o x e d s e t :

Silk Wyrm

From MC 12, Terrors of the Desert:

Animal, HouseholdCritic

Antloid, DesertDynamis

Beetle, Agony

Cat, PsionicTagster and Tigone

Cistern Fiend

Cloud Ray

DrakeAir, Earth, Fire, and Water

Erdland

Floater

Kirre

Megapede

Pterrax

Razorwing

Silt Runner

Spider, Crystal

Zhackal

From o the r Mons trous Compend iums* :

Behir

Wyvern

Goblin Spider (MC 6, Kara-Tur Appendix)

* Only if these creatures are given psionic powers.

Other creatures of the DMs creation can also be

controlled, provided they fit this pattern.

On a successful power check, the psionicist gains

control over the creature for the rest of that day. The

maintenance cost for this power equals the crea-

tures Hit Dice in PSPs per day. The maximum

number of creatures the psionicist can control is

equal to his level above 20th. Once the power is

ended, the controlled creature wanders away toward

its natural habitat.While controlled, the creature uses all abilities as

the psionicist wishes. The creature must still eat,

and if taken out of its natural environment, it may

perish i f not properly cared for . Creature and

psionicist share an empathic link (free of cost). If

creature and psionicist become separated by more

than 300 yards, the power fails.

If a controlled creature is slain, the psionicist suf-

fers its loss severely. He immediately takes hit points

of damage equal to the dead creatures original Hit

Dice. The psionicist must save vs. paralyzation or

be knocked unconscious for 1d20 rounds.Power Score The psionicist gains a natural af-

finity for this creature. If he ever initiates this power

for this creature in the future, he need only expend 5

PSPs as an initial cost.

20 The attempt fails and the psionicist can nev-

er attempt to control this creature again.

Focus Forgiveness

Power Score: Wis -3

Initial Cost: 10

Maintenance Cost: 2/hour

Range: 30 yards

Preparation Time: 0

Area of Effect: individual

Prerequisite: none

This power acts on one dwarf, temporarily sup-

pressing his overriding need to pursue a focus.

While it is maintained, the dwarf forgets his current

focus, and even the need to work toward a focus

very un-dwarflike behavior. The dwarf loses all ben-

efits he had for pursuing his focus while under the

influence of this power.

If the target dwarf encounters other, focussed

dwarves, he considers their behavior bizarre. Other

dwarves see him as insane, but the target politely

ignores suggestions that he is acting abnormally.

No dwarf willingly submits to this power. If the

power check fails or when it is no longer maintained,

he most likely reacts with violence toward the psioni-

cist, if he can identify the culprit.

150

Page 152: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 152/162

Power Score The maintenance cost is merely

one PSP per hour.

20 Not only does the power check fail, the dwarf

knows exactly who the psionicist is and immediately

attacks.

Impossible Task

Power Score:Initial Cost:

Maintenance Cost :

Range:

Preparation Time:

Area of Effect:

Prerequisite:

W i s - 1

10

S/day

10 yards

special

individual

none

This power forces the victim to think that a given

goal is unachieveable, regardless of the reality of the

situation. The psionicist must be familiar with thevictim and what he is trying to accomplish. The

power must be directed at one particular task, some-

thing easily described. The task can be simple, like

travel from Tyr to Altaruk is impossible, or more

complicated, such as further study in magic will be

fruitless. The victim acts accordinglyother char-

acters cannot convince him that his task is possible.

If the psionicist cannot narrow down the task effec-

tively, describing it in just a few words, the DM can

nullify the effects.This power can have no effect on a dwarfs focus.

However, other tasks the dwarf is undertaking can

be affected.

Power Score The power lasts for one month

without maintenance cost.

20 The victim is instead made to believe that his

goal is easily accomplished and redoubles his efforts

to complete the task.

Insect Mind

Power Score: I n t - 2

Initial Cost: 7

Maintenance Cost : l/round

Range: 0

Preparation Time: 0

Area of Effect: personal

Prerequisite: none

With this power the psionicist attunes his mind to

be like that of an insect. This makes dealing with

insects easier both psionically and personally.

The psionicist does not suffer the -6 penalty forcontact with an insect or arachnid mind while this

power is maintained. He instead receives a -6 pen-

alty for contact with non-insect minds, and they suf-

fer that same penalty when contacting him.

Also, with a greater understanding of insect

thinking, the psionicist gains a +2 bonus to his

Charisma score when dealing with insects. Con-

versely, he suffers a -2 penalty to his Charisma

score when dealing with non-insect minds.

This power is commonly used when dealing with

thri-kreen. Ambassadors to thri-kreen nations usu-

ally bring along a psionicist with this power. The

power does not confer the ability to communicate

other powers must be employed. This power can be

maintained while other powers are being used.

Power Score The psionicist gains incredible in-

sight into insect thinking, and gains the benefit of

this power without maintenance cost for 24 hours.

20 The psionicist attains insectoid intellect, but is

perceived as a drone or workerinsects simply wont

listen and may attack if the psionicist is persistent.

Mysterious Traveler

Power Score: W i s - 1

Initial Cost: 2

M a i n t e n a n c e C o s t : 0

Range: 60 yards

Preparation Time: 0

Area of Effect: personalPrerequisite: none

151

Page 153: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 153/162

This power begins a contagious rumor about the

psionicists whereabouts and direction of travel.

T h e s u b j e c t s t a k e e x t r a o r d i n a r y n o t i c e o f t h e

psionicist dress, appearance, mannerismsand

spend an entire day remarking about the traveler

they have seen. Their memory is entirely accurate

except when it comes to his direction and mode of

travel. A subject may say he was an extraordinary

elf, who made his way south out of town on theMk e caravan to one acquaintence, then insist an

hour later that he ran from town to the north-

west. All characters within the powers area of ef-

fect cont inue these rumors al l day, except that

characters who personally know the psionicist are

unaffected. Unaffected people who hear the rumor

may pass it along normally.

The power can throw pursuers off the right track.

Used in a citys market, the collective rumors quickly

place the psionicist all over town. Used among no-madic elves, the psionicist might be rumored to be

anywhere among the Seven Cities in a matter of days.

Power Score The mysterious traveler rumor

continues for three full days.

20 People in the area of effect are so taken with

the psionicist that they try to follow him for 24

hours.

Reptile Mind

Power Score: I n t - 1

Initial Cost: 5

Maintenance Cost: 1/ droun

Range: 0

Preparation Time: 0

Area of Effect: personal

Prerequisite: none

This power lets the psionicist suppress his higher

thinking processes, allowing his primitive, reptilianbrain to take over.

While this power is maintained, the psionicist

does not suffer the -4 penalty for contacting a rep-

tile mind. He does suffer a -4 penalty when trying

to contact non-reptilian minds, as they do trying to

contact him.

The psionicists outward intelligence is severely

reduced while the power is maintained. He cannot

converse normally, and only responds to stimuli

such as hunger, danger, territoriality, and reproduc-

tion. Among his reptilian peers, however, he is a ge-

n i u s . T h e p o w e r d o e s n o t l e t t h e p s i o n i c i s tcommunicate with rept i les ; this requires other

powers. This power can be maintained while other

powers are being used.

Power Score Reptiles of animal intelligence in

the area of the psionicist immediately accept him as

their superior. They openly submit to his will for the

duration of the power.

20 The psionicist is automatically noticed by all

reptiles in the area, regardless of intelligence, and

they see him as an intruder on their territory.

True Worship

Power Score: W i s - 1

Initial Cost: 5

Maintenance Cost: na

Range: 10 yards

Preparation Time: 0

Area of Effect: individual

Prerequisite: none

The psionicist can pinpoint the focus of worship

for any individual character with this power. The

power gives the psionicist different information, de-

pending on the class of the target creature.

Cleric: The power identifies the clerics elemental

sphere of worship.

Templar: The power identifies the sorcerer-king

whom the templar worships.

Druid: The power indicates the general nature ofthe druids guarded lands, but not their location.

Non-priest: The power correctly identifies the

character as such. The psionicist knows the charac-

1 5 2

Page 154: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 154/162

Large 2

Huge 4

Gargantuan 8

Smaller insects contribute fewer PSPs, but their

numbers often more than make up for this. The

PSPs are gained instantaneously; even if the insects

move away before they are all used, the psionicist

keeps them. The psionicist is taking advantage ofthe species-mind common among insects; the insects

within range do not lose any psionic PSPs when the

psionicist uses this power.

Power Score The psionicist gains double the

normal number of PSPs.

20 All other insects within range immediately

seek out the psionicist and attack.

Psionic Residue

Power Score: W i s - 3

Initial Cost: 15

M a i n t e n a n c e C o s t : 0

Range: 0

Preparation Time: 0

Area of Effect: 30 yards

Prerequite: none

This power lets a psionicist collect PSPs after ex-

penditure of PSP fs rom other characters or creatures.

Whenever PSPs are spent, a residue of psionic energy

remains in the area, permeating the prime, astral, and

ethereal planes in the vicinity. The residue fades after

five rounds. When the power is used, the psionicistimmediately adds PSPs to his total equal to 1/10 of all

PSPs expended by other characters within the area of

effect within the preceding five rounds. (Round frac-

tions down.) PSPs expended by the psionicist himself

arent counted.

Power Score The psionicist gains a bonus 10

P S P s .

20 The psionicist instead gives back 1/10 of the

PSPs spent to the characters who spent them.

ers devotions and faith, if any, and also that he

does not worship to gain magical spells.

This spell cuts through most deception. A tem-

plar masquerading as a cleric, or a druid wishing to

pass unnoticed as such, cannot escape identifica-

ion. The power does not indicate if the character is

dual-or multi-classed, nor does it tell the characters

evel or alignment.

Power Score The psionicist knows the focus ofworship for all characters within range.

20 Until he gains another level, the psionicist

annot use this power on the intended individual.

Metapsionic Devotions

Hivemind

Power Score: W i s - 1

nitial Cost: 2

M a i n t e n a n c e C o s t : 0Range: 60 yards

Preparation Time: 0

Area of Effect: personal

Prerequisite: none

This power is only available to thri-kreen charac-

ers, other insects with psionic powers, and other

psionicists who use the insect mind telepathic devo-

ion (see above). With hivemind, the psionicist can

draw upon the mental energies of a host of his insectcomrades to temporarily increase his PSPs.

Thri-kreen can gain PSPs from other thri-kreen

of the same pack within range. Other insects gain

PSPs from their own kind within range. Characters

using insect mind can choose one variety of insect

within range to draw upon. All those within range

end an immediate bonus to the psionicists PSPs,

according to their size.

Size PSPsTiny

Small

Man-sized

0 .01

0 . 1

1

153

Page 155: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 155/162

Dragon of Tyr

CLIMATE/TERRAIN: Any

REQUENCY: Very Rare

ORGANIZATION: Solitary

ACTIVITY CYCLE: An y

DIET: Omnivore

NTELLIGENCE: High to Supra-genius (13-20)

TREASURE: Varies

ALIGNMENT: Varies

NO. APPEARING: 1

ARMOR CLASS: Varies

MOVEMENT: Varies

HIT DICE: Varies

THAC0: Varies

NO. OF ATTACKS: Varies

DAMAGE/ATTACK: Varies

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: See below

MAGIC RESISTANCE: Varies

IZE: Varies

MORALE: Fanatic (17-18)

XP VALUE: Varies

xtremely powerful (20th-level) human and half-elven defiler/psionicists

an progress to even greater power if they choose to transform themselves

nto dragon form. To begin the transformation, the would-be dragon casts

dragon metamorphosis spell. This potent incantation is the first use a

dragon makes of  psionic enchantment. Most aspiring dragons lock them-

elves away and perform their metamorphoses in secret.

After the spell is successfully cast, the dragon drastically changes in both

his powers and his physical appearance. Each stage of the metamorphosis

s extremely painful. The exact appearance of the dragon differs with the

evel attained by the defiler, but the defiler will gradually grow in height and

weight, take on reptilian features, and, eventually, lose all trace of its hu-

manity. When the metamorphosis is complete, the dragon will be roughly

40 feet long and weigh 50,000 pounds (25 tons), with massive wings and

almost impenetrable scales.

Once a character becomes a dragon, he gains certain benefits instantly.

Dragons are immune to the effects of time. They no longer age and will

never die of natural causes. Also, a dragon gains the ability to under-

stand and speak any languagethis innate ability functions like a tongues

spell. This is a side effect of the psionic enchantment they employ to trans-

orm themselves.

Combat: The exact combat abilities of a dragon differ as it grows in size

and power. This information is presented on a chart at the end of this

entry, but a brief overview of the creatures general abilities is provided

here.

As a dragon advances, it retains all psionic powers it had previously and

gains more. With every level advancement, the dragon gains one addition-

al science and one additional discipline. He also gains psionic strength

points for every level advancement just as described in the Complete Psi-

onics Handbook.

In order to employ the devastating power of  psionic enchantment, each

dragon employs an obsidian orb as a focus. The orb itself is not magical,

but is essentially a material component that is required for each psionic

enchantment the dragon employs. A dragon can create any number ofobsidian orbs and leave them in various places. Rarely is a dragon without

an orb. However, before reaching a new level, the dragon must swallow all

existing activated orbs as part of the material component for the dragon

metamorphosis spell. Lack of an orb does not interfere with the dragons

ability to cast spells below 10th level or with psionic ability.

As dragons become more powerful, they can employ their deadly claws

in combat. Even at their most rudimentary stage of development, these

talons are extremely deadly. Also, the dragon eventually develops a savage

set of teeth with powerful jaws giving it a horrible bite attack When its tail

grows long enough, it becomes a sweeping bludgeon. Finally, the dragon

gains a devastating breath weapon, a cone of superheated sand 5 wide at

its base, 50' long, and 100' in diameter at the far end.

A dragons hide and scales become harder and more invulnerable at

each stage of metamorphosis. This is reflected by a sharp improvement in

Armor Class, a resistance to non-magical weapons, and overall magic re-

sistance.

These magical items presented in the Dungeon Masters Guide can af-

fect character dragons:

Potion of Dragon Control: If such a potion fruit is found in a DARK

SUN campaign, it works against any dragon. Control lasts for 5d4

rounds.

Scroll of ProtectionDragon Breath: The scroll functions just as de-

scribed in the DMG.

Sword +2, Dragon Slayer: In DARK SUN campaigns, this swordfunctions against any dragon, regardless of its level.

Spells: From Tome of Magic, two spells specifically concern dragons.

Dragonbane functions just as described in that volume.  Age dragon has

no effect on DARK SUN dragons because they are effectively immortal.

Habitat/Society: Having attained 20th level, human and half-elven

defiler/psionicists can choose to undergo a bizarre and painful metamor-

phosis from human to dragon. Once begun, the metamorphosis cannot be

stopped except by the characters death.

All sorcerer-kings of the Seven Cities are at least 21st-level dragons.

Though the monarchs have pursued these powers for many centuries, they

are only becoming dimly aware that a similar process can also occur with

especially powerful preservers (see  Avangion). Many are still skeptical.From the 25th through 29th levels, the ascending dragon goes through a

terrible rampaging period, brought on by the incredible pain that wracks

its body during these final stages. No longer man but not yet a dragon, its

need to end the process drives it nearly mad. Its original reason is super-

seded by an indomitable lust for destruction. The dragon destroys vegeta-

tion and animals that do not directly serve its quest for power and

advancement.

 ©1992 TSR, Inc. All Rights Reserved.

Page 156: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 156/162

Dragon of Tyr

Ecology: Defilers who have earned sufficient experience points to advance

o the next stage must successfully cast the dragon metamorphosis spell.

Once cast, the defilers physical form mutates drastically, becoming less

human and more dragon.

The exact material components, preparation time, and casting time dif-

er depending on the level the defiler is about to achieve. The spells are

grouped by level into low, middle, high, and final metamorphosis.

Low (21st, 22nd, and 23rd level): The defiler is merely beginning the

metamorphosis. The preparation for casting at these levels requires access

o ancient documents, tablets, and scrolls that have never been studied by

another defiler. Such materials must be studied for at least eight hours

every day for an entire year. The material components must include vast

riches (at least 10,000 gp worth of jewels, gems, coins, or artistic treasures),

a huge structure where the transformation might take place, and no fewer

han 1,000 Hit Dice of living creatures for the life-leeching process. The

riches vanish and the living creatures are slain one heartbeat after the defil-

er begins casting. The spell is cast from the deep interior of the structurewhere the caster will actually transform. No other beings may be present at

he instant of casting.

Middle (24th, 25th, and 26th level): The preparation time extends to two

years. During this time, the caster visits a powerful creature on an elemen-

al plane for three days of every 15. The material components include

ewer riches (at least 5,000 gp) but more living creatures (no fewer than

2.000 Hit Dice). A new structure must be built. which can be used for all

hree middle level transformations.

Dragon Ability Charts

Lvl HD* A C T H A C 0

21 3 0 + 1 0 ? 11

22 3 5 + 1 0 ? 10

23 38+ 10 ? 9

24 4 0 + 1 0 4 8

25 4 2 + 1 0 01 7

26 4 5 + 1 0 - 2 1 5

27 4 8 + 1 0 - 4 1 3

28 5 2 + 1 0 - 6 21

29 5 6 + 1 0 - 8 2 - 1

30 6 1 + 1 0 - 1 0 2 - 3

dragons use 4-sided Hit Dice

can be hit only by +1 or better magical weapons

can be hit only by +2 or better magical weapons

now has a jumping movement rate of 5 (should be 6)now has a flying movement rate of 18 (C)

now has a flying movement rate of 45 (A)

Claws Bite Breath Tail Move M R

Nil Nil Nil Nil ? Ni l

Nil Nil Nil Nil ? Nil

Ni l Nil Nil Nil ? Ni l

2d10 Nil Nil Ni l 15 Nil

2d10 4d12 Nil Nil 15 Ni l

2 d 1 0 + 5 4d12 Nil Ni l 1 5 a Ni l

2 d 1 0 + 5 4d12 10d12 Nil 1 5 a Ni l

2 d 1 0 + 1 0 4d12 10dl2 5d10 1 5 a2 0%

2 d 1 0 + 1 0 4d12 20d12 5d10 1 5 b 40%

2 d 1 0 + 1 5 4d12 25d12 5d10 1 5 c 80%

Note: Regardless of level, a dragon saves as a 21 + level wizard.

Level 1 2 3 4

0 5 5 5 5

1 5 5 5 5

2 5 5 5 5

3 5 5 5 5

4 5 5 5 5

5 5 5 5 5

6 6 6 6 6

7 6 6 6 6

8 6 6 6 6

9 7 7 7 7

0 7 7 7 7

Spells Available

5 6

5 4

5 4

5 5

5 5

5 5

5 5

5 5

6 6

6 6

6 6

7 7

7 8 9 10

3 3 2 1

4 4 2 1

4 4 3 1

5 5 3 2

5 5 4 2

5 5 5 2

5 5 5 3

6 5 5 3

6 6 6 3

6 6 6 4

7 6 6 4

High (27th, 28th, and 29th level): The high levels of dragon metamor-

phosis must take place on either an elemental or the astral plane. No struc-

ture or riches are required, but the caster must travel to the plane of choice

with no fewer than 200 Hit Dice of living creatures from the Prime Materi-

al plane. The living creatures must be no fewer than 10 Hit Dice each and

must willingly travel to the plane and participate (i.e., die) in the casting.

Casting time IS 24 hours, and at least three powerful beings from that

plane must cooperate for that time.

Final (30th level): This stage requires no preparation time and but a

single material component; the slain body of a good creature defeated in

single combat. The victim must be intelligent, have at least 20 Hit Dice,

and be capable of casting 9th-level wizard spells or 7th-level priest spells.

The spell must be cast over the fallen victim within one hour of the defeat:

the casting time is one turn.

The Dragon of Tyr

The dragon listed in the DARK SUN boxed set is a completely meta-morphosized dragon of 30th level. The great dragon is a ferocious animal

with tremendous psionic powers. Because no contenders have challenged

the authority of the great dragon in many centuries, common tradition has

held that there is only one dragon.

However, because the Tyr region is actually only a small part of a much

larger world, there are probably other dragons in distant realms. Whether

the great dragon is aware of other distant dragons, only it knows for certain.

©1992 TSR I All Ri ht R d

Page 157: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 157/162

Elemental, Clerical

CLIMATE/TERRAIN: A n y

FREQUENCY: Very rare

ORGANIZATION: Solitary

ACTIVITY CYCLE: Any

DIET: Omnivore

NTELLIGENCE: Varies

TREASURE: Varies

ALIGNMENT: Varies

NO. APPEARING: 1

ARMOR CLASS: Varies

MOVEMENT: Varies

HIT DICE: Varies

THAC0: Varies

NO. OF ATTACKS: Varies

DAMAGE/ATTACK: Varies

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: See below

MAGIC RESISTANCE: Varies

SIZE: Varies

MORALE: Champion (15-16)

XP VALUE: Varies

A human dual-classed cleric/psionicist who attains 20th level can choose

o pursue a strange and mysterious path that ultimately transforms him

nto an elemental being of tremendous power. Once the cleric begins this

alteration, he can never stop it. Only his death prevents him from becom-

ng an elemental being.

The elemental form taken is that of the original clerics focus of worship.

Thus, an earth cleric transforms to an earth elemental, an air cleric to an

air elemental, etc. The disciplines necessary to specialize in one form ofelemental magic prohibits crossover from one elemental form to another.

During the transformation process, clerical elementals can switch be-

ween human and elemental forms. They do not age in elemental form, but

they continue to age in human form. A character who reaches elemental

form at 30th level can no longer switch and becomes permanently fixed in

elemental form.

Combat: A cleric of this power in human form retains the abilities that he

had prior to his journey along the road to transformation. Thus, he may

cast spells and employs psionic powers as a 20th-level cleric. Any magical

items or similar abilities that the cleric had are retained as well.

In elemental form, an individual of this type has the abilities and statis-

tics of either a standard elemental (as described in the Monstrous Com-

pe nd iu m Volume One) or a greater elemental (as described in the

Monstrous Compendium DARK  SUN  Appendix) . In elemental form,

the cleric has access to the spells and psionic powers that he had prior to

the transformation, but he gains no benefits from any form of magical

object. All abilities are now based on the elemental entry appropriate to the

characters level as presented on the table at the end of this entry.

Each time the cleric assumes elemental form, its Hit Dice are rolled

anew. As the creature attains greater levels of power, the cleric is entitled to

Hit Die re-rolls for certain numbers. For example, an elemental cleric rolls

10 Hit Dice and has rerolls on 1, 2, and 3. Assume that ten 8-sided dice

give rolls of 1,2,2,3,4,5,5,6,8, and 8. The four dice that rolled 1,2,2,

and 3 are re-rolled until they dont read 1, 2, or 3. If they finally came up

4, 5, 6, and 7, the elementals hit points would total 58. See the table at the

end of this entry for details.Damage taken in either of the clerics forms is erased after transforma-

tion. A cleric who is wounded down to 1 hit point in human form rolls

completely new hit points for the elemental form. When he returns to hu-

man form, he is completely healed of damage. If the cleric is ever reduced

to 0 hp in either form, of course, he dies.

Normally, an elemental cleric cannot be summoned, though he can be

controlled, and that control can be stolen. When summoning spells are

employed, other, less-willful elementals from the appropriate plane answer

the call. A special spell could be researched to summon a specific elemen-

tal, even an elemental cleric, but such magic does not presently existthe

spell would have to be created under the rules governing magical research.

Devices that can control or govern the actions of elementals can affect

clerics. Only magical items can control elemental clerics. Four of the most

common means of gaining control over an elemental cleric are the bowl

commanding water elementals, brazier commending fire elementals, cen-

ser controlling air elementals, and stone of controlling earth elementals.

When properly employed, these devices can control an elemental cleric of

the appropriate type. The cleric gets a saving throw to ignore the effects.

Otherwise, it is controlled, just as described in the Monstrous Compendi-

ums. Once freed, the cleric can attack or ignore the controller as desired.

A ring of elemental command attuned to the clerics elemental plane can

be used to full effect against the cleric. The affected cleric can be held at a

5 distance or even charmed.A scroll of protectionelementals works against elemental clerics just as

noted in the DMG.

As an elemental cleric gains power, it learns the ability to summon lesser

and standard elementals. The first of these new powers, conjure lesser ele-

mental, is identical to the spell of the same name presented in the Mon-

strous Compendium, DARK SUN Appendix. Eventually, the cleric gains

the special ability, conjure elemental, identical to the spell of the same

name in the DARK SUN Rules Book. The number of times that these

powers can be used per day appears on the table at the end of this entry.

These conjured elementals need not be controlled, nor can their control

be stolen from the elemental cleric. They obey the clerics every thought

while on the Prime Material plane.

Habitat/Society: The most potent of elemental clerics are powerful enough

in their own right to be important personages on their elemental plane.

Therefore, from time to time, their services are called for on those planes,

and they must return there until their business is concluded.

An elemental clerics transformation is quite different from that

of other advanced beings. The cleric can attain full elemental form even at

the lowest levels, though only for a limited time. The time the cleric can © 

1992 TSR, Inc. All Rights Reserved

Page 158: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 158/162

Elemental, Clerical

spend as an elemental and his relative power increase as he becomes more

solidly anchored to his chosen elemental plane. At any given time, the

cleric will either be fully elemental or fully human. Since there is no gradual

change between the two forms, it is not termed a metamorphosis, but rath-er a transformation.

An elemental cleric must assume elemental form exactly once per day.

Less-powerful elemental clerics retain human form for all but a short peri-

od during a day. More powerful elemental clerics only retain human form

for half the day or less. The most powerful clerics abandon human form

altogether.

The cleric may decide when during the day to take on his elemental

form. For this purpose, a game day begins and ends at midnight. If the

cleric fails to decide, his body transforms at the last moment possible. For

instance, an cleric who must assume elemental form for two hours a day

but hasnt transformed earlier changes two hours before midnight.

The transformation takes one round, during which time the clerics body

takes on an ethereal form. Only weapons that can affect ethereal bodies

can harm him. Successful attacks at this time use his human characteris-

tics (Armor Class, hit points, etc.). The elemental cannot act or defend

while transforming.

The cleric cannot control his transformation back into human form. It

takes place after the cleric has spent the entire required duration in elemen-

tal form. The transformation takes one complete round, during which time

the cleric cannot act. The cleric takes on ethereal form for the round, so

attacks that dont reach into the Ethereal plane cannot harm him. Those

attacks that can do so affect his elemental form (Hit Dice, Armor Class,

magical resistance, etc.). As with the transformation into elemental form,

the cleric cannot defend himself while in flux. Once the transformation is

complete, the cleric reverts to his full human hit points.

Athasian ElementalsComplete data on Athasian elementals appears in the Monstrous Com-

 pe nd iu m, DARK SUN Appe nd ix , Te rror s of th e Dese rt . That work

refers to information on elementals presented in the Monstrous Compen-

dium Volume One. Because elemental clerics take on the form and abilities

of those elementals, and can summon them, keep the appropriate  Mon-

strous Compendium pages handy.

Elemental Clerics Ability Tables

Lvl Hit Dice/Variety HD Re-rolls

21 8 HD Standard

22 12 HD Standard 23 12 HD Standard 1, 224 16 HD Standard

25 16 HD Standard 1, 2

26 10 HD Greater 1,2,3

27 10 HD Greater 1,2,3,4

28 14 HD Greater 1,2,3

29 14 HD Greater 1,2,3,4

30 18 HD Greater 1,2,3,4

Lvl indicates the level of the Cleric.

Time Summons1 turn

3 turns 1 hour 2 hours

4 hours

6 hours Lesser (1)

8 hours Lesser (2)

12 hours Lesser (3)

16 hours Greater (1)

24 hours Greater (3)

Hit Dice/Variety indicates the exact type of elemental form that the cleric

will assume upon transformation.

HD Re-rolls indicates Hit Dice roll results that may be re-rolled when

generating the elemental forms hit points.Time is the length of time that the Cleric must remain in elemental form

following transformation.

Summons indicates the type of elementals that may be summoned while in

elemental form. The number in parentheses indicates the times per day

this ability can be used.

Priest Spell Progression

Spells Available by Level

Level 11 0

20 9

21 9

22 9

23 9

24 9 25 9

26 9 1

27 9 1

28 9 1

29 9 2

30 9

2

9

9

9

9

99

9

9

9

9

9

3

9

9

9

9

99

9

9

9

9

9

4 5 6 7 8

8 7 5 2 1

9 8 6 2 1

9 9 6 3 2

9 9 7 3 2

9 9 8 3 29 9 8 4 3

9 9 9 4 3

9 9 9 5 4

9 9 9 6 4

9 9 9 7 4

9 9 9 8 4

9

1

22

2

2

3

3

3 3

 ©1992 TSR, Inc. All Rights Reserved.

Page 159: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 159/162

Avangion

CLIMATE/TERRAIN: Any

FREQUENCY: Very rare

ORGANIZATION: Solitary

ACTIVITY CYCLE: An yDIET: Omnivore

INTELLIGENCE: High to Supra-genius (13-14)

TREASURE: Varies

ALIGNMENT: Varies

NO. APPEARING: 1

ARMOR CLASS: Varies

MOVEMENT: Varies

HIT DICE: Varies

THAC0: Varies

NO. OF ATTACKS: Varies

DAMAGE/ATTACK: Varies

SPECIAL ATTACKS: See belowSPECIAL DEFENSES: See below

MAGIC RESISTANCE: Varies

SIZE: M to L (6-12)

MORALE: Fanatic (17-18)

XP VALUE: Varies

In the entire known history of the Tyr region, there has never been a pre-

server who has advanced far enough in experience to mimic the metamor-

phosis of defilers and become an advanced being. But it is possible.

The transformation forces the preserver to pass through a series of steps

that lead from human to avangion, but where the defiler/dragon metamor-

phosis is characterized by massive destruction and great pain, the

preserver/avangion blend is a more serene, peaceful process of light, water,and the life-giving properties of the dying world of Athas.

Only humans who are dual-classed 20th-level preservers and psionicists

can proceed from 21st to 30th level as an avangion. The transformation is

time-consuming and difficult, but ultimately rewarding.

A preserver who transforms into an avangion undergoes a series of mag-

nificent changes. In the earliest stages of this metamorphosis, the avangion

retains almost all human characteristics. Closer to the ultimate form, the

flesh becomes radiant silver, and wide, elegant gossamer wings sprout.

Eventually, the preservers arms and legs become less and less useful. In the

end, the legs are too fragile to support body weight, the arms too delicate

for anything but fine manipulation.

Like dragons, avangions are effectively immortal. The passage of long

periods of time mean nothing to their physical form. Avangions also have

the following spell-like abilities, which are permanently active: tongues,

know alignment, ESP, and detect lies.

Combat: Avangions are not fond of physical combat. They are generally

physically weak and depend upon their powerful magics and potent psi-

onics to defend themselves. Among the most powerful weapons of the

avangion is its ability to employ  psionic enchantment. The spell chart at

the end of this entry indicates the magic available to the avangion at the

various levels of progression. Further, an avangion has the powers of a

psionicist of equal level.

Another powerful ability is the gradual development of a magical aura.

This aura is visible as a bright light that radiates from the creatures gleam-

ing body. When it first manifests, the aura acts as a  protection from evil

spell and also dissipates any magical darkness on contacts. Later, it causesall evil creatures within to suffer as if they had been hit by a ray of enfeeble-

ment. Ultimately, it becomes an almost impenetrable defensive barrier, act-

ing as a massive  globe of invulnerability.

Habitat/Society: Unlike dragons, avangions go through no animalistic

stage where they lose their mental faculties. On the contrary, as an avan-

gion progresses through the stages of its metamorphosis, its intellect in-

creases, marked by increases in its Wisdom score (presented on the chart

These extremely powerful creatures are concerned with adventures ofepic proportionsthey have the power and influence to do so. They are the

first of their kind in recorded history, a focus of change toward good, and

perhaps are the most powerful good creatures on Athas.

Advanced beings like the avangion are extremely powerful, but large

numbers of lesser creatures can still bring them down. The downfall of

many dragons is their inability to work as a team. Avangion certainly at-

tract followers in campaign play, though they must leave these people for

stretches of time during their metamorphosis.

Ecology: Avangions and dragons are arch-enemies who seek each other out

for battle whenever possible. Clashes between such powerful creatures can

have horrible side effects and often end in stalemates. In such battles, the

dragon generally takes a wholly offensive tack, whereas the avangion em-

ploys more subtle strategies and defensive tactics.

A preserver on the road to becoming an avangion must employ the  pre-

server metamorphosis spell at each stage of advancement in level and

power. The preserver changes physical form drastically upon the spells

completion, each time bridging approximately one-tenth the gap between

human and full avangion form.

The exact material components, preparation time, and casting time de-

pend on what level the preserver is about to achieve (grouped by level into

low, middle, high, and final metamorphosis).

Low (21st, 22nd, and 23rd levels): As the next level draws near, a calling

within leads the preserver to leave the company of his fellows and seek

isolation. For low-level metamorphosis, the preserver must gather physical

remains of the enemies of life, usually those of high-level defilers-their

bodily remains, destructive belongings or artifacts, ash from their spellcast-

ing, etc. These items must be gathered during the preservers period of

isolation as evidence of a devotion to life and the land. The spell must then

be cast at night, beneath the light of both Athasian moons. Any interrup-

tion results in spell failure. The preserver may have other characters

present during casting.

Middle (24th, 25th, and 26th levels): The preserver advancing through

these intermediate levels hears another calling for isolation. The material

components at the middle levels are gifts gathered from no fewer than three

Page 160: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 160/162

Avangion

werful good creatures during isolation. Obviously, the powerful crea-

es realize the consequences of contact for the preserver, so they leave the

ts after the preserver achieves extremely dangerous or important goals.

e material component for the spell (not consumed in casting) is a singlee or bush personally saved by the preserver from defiler magic destruc-

n. The casting time is 12 hours. The preserver must cast the spell in a

est or area of dense vegetationat the time of casting, there must be

ing vegetation for at least one mile in all directions, untainted by defiler

h or evil creatures.

High (27th, 28th, and 29th levels): Unlike previous eve a advancements,

preserver has no calling toward isolation at high levels, but instead

ust collect a core group of companions, no fewer than eight in number

d of at least 10 levels or Hit Dice each. All the companions must be of

od alignment. The preserver must spend the preparation time with these

aracters. The material components are a single gift from each of the

mpanions in the core group. During the casting of the spell, the pre-

ver must have the aid of a single companion for the entire ceremony. Ifcompanion is not absolutely good, the spell fails and the companion is

in in the release of failed magical energy. Companions cannot repeat the

ocess with a single preservernew companions must be found for each

27th, 28th, and 29th levels.

Final (30th level): To cast this spell, the preserver must make an area of

h vegetation (crops, scrub grass, forests, or any combination) at least

e miles in diameter. At the time of casting, the lush lands must be free ofl creatures. The material components are a diamond, of no less than

,000 gp value, with which to capture the life-giving qualities of sunlight;

large stone tomb; and a perfectly sealed glass case built around both

eserver and tomb. The casting time is one round. Once the spell is cast,

e preserver/avangion, diamond, and stone tomb disappear, bound for

anes unknown. After many months, perhaps as long as two years, the

angion returns, wholly transformed, to the glass case. If the glass case IS

maged in the meantime, the avangion is lost to oblivion.

Avangion Ability Charts

L v l H D * A C I m m u n e T H A C 0 M o v e M R A u r a B o n u s

2 1 1 0 + 1 1 9 10 ? 1 0 % Nil Nil

2 2 1 0 + 1 2 8 + 1 10 ? 15% Nil Nil2 3 1 0 + 1 3 7 + l 9 ? 2 0 % Nil Nil

2 4 1 0 + 1 4 6 + 2 9 ? 25% Nil Nil

2 5 1 0 + 1 5 4 + 2 8 ? a 3 0 % Nil Nil

2 6 1 0 + 1 6 2 + 3 8 ? b 4 0 % Ni l Nil

27 10+17 0 +3 7 c 0 d 5 0 % N i l + 1 W i s

2 8 1 0 + 1 8 - 2 + 5 7 c0 e 6 0 % 90 f + 1 W i s

2 9 1 0 + 1 9 - 4 + 5 5 c 0 e 7 0 % 1 50g + 1 W i s

3 0 1 0 + 2 0 - 6 + 5 5 c0 h 8 0 % 2 001 +2 Wis

* avangions use 4-sided hit dice1 can be hit only by +1 or better magical weapons2 tan be hit only by +2 or better magical weaponsa now has a flying movement rate of 24 (A)

b now has a flying movement rate of 36 (A)c can no longer wield weapons or make any physical attacksd

can no longer walk, must hover or fly at all timese now has a flying movement rate of 48 (A)f the aura of light acts as a  protection from evil at this point and dispels any

magical darkness within its listed radiusg the aura of light gains the ability to affect all evil creatures in its radius

with a ray of enfeeblementh

now has a flying movement rate of 60 (A)i the aura of light gains the ability to act as a  globe of invulnerability

Note: Regardless of level, an avangion saves as a 21 +-level wizard.

Spells Available

Level 1 2 3 4 5 6 7 8 9 1020 5 5 5 5 5 4 3 3 2 1

21 5 5 5 5 5 4 4 4 2 1

22 5 5 5 5 5 5 4 4 3 1

23 5 5 5 5 5 5 5 5 3 2

24 5 5 5 5 5 5 5 5 4 2

25 5 5 5 5 5 5 5 5 5 2

26 6 6 6 6 5 5 5 5 5 3

27 6 6 6 6 6 6 6 5 5 3

28 6 6 6 6 6 6 6 6 6 3

29 7 7 7 7 6 6 6 6 6 4

30 7 7 7 7 7 7 7 6 6 4

Page 161: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 161/162

Page 162: Dark Sun - D&D 2nd - Dragon Kings (OCR)

7/30/2019 Dark Sun - D&D 2nd - Dragon Kings (OCR)

http://slidepdf.com/reader/full/dark-sun-dd-2nd-dragon-kings-ocr 162/162

by Timothy B. Brown

EXPLORE THE 10TH LEVEL OF MAGIC.

Only the most powerful characters are destined to

rule Athas. Warriors with vast armie of followers

campaign for glory; rogues become masters of illusory

magic to further their deadly schemes; spellcasters whocan also master psionics open whole new tomes of

l bl l h h f l